Fix cyborg control in the full game.
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2951 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -65,7 +65,9 @@ extern BOOLEAN ThrustShip (ELEMENT *ShipPtr, COUNT angle);
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#define HUMAN_CONTROL (BYTE)(1 << 0)
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#define HUMAN_CONTROL (BYTE)(1 << 0)
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#define CYBORG_CONTROL (BYTE)(1 << 1)
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#define CYBORG_CONTROL (BYTE)(1 << 1)
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// The computer fights the battles.
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#define PSYTRON_CONTROL (BYTE)(1 << 2)
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#define PSYTRON_CONTROL (BYTE)(1 << 2)
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// The computer selects the ships to fight with.
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#define NETWORK_CONTROL (BYTE)(1 << 3)
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#define NETWORK_CONTROL (BYTE)(1 << 3)
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#define COMPUTER_CONTROL (CYBORG_CONTROL | PSYTRON_CONTROL)
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#define COMPUTER_CONTROL (CYBORG_CONTROL | PSYTRON_CONTROL)
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#define CONTROL_MASK (HUMAN_CONTROL | COMPUTER_CONTROL | NETWORK_CONTROL)
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#define CONTROL_MASK (HUMAN_CONTROL | COMPUTER_CONTROL | NETWORK_CONTROL)
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@@ -233,6 +233,14 @@ SetPlayerInput (COUNT playerI)
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(InputContext *) HumanInputContext_new (playerI);
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(InputContext *) HumanInputContext_new (playerI);
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break;
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break;
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case COMPUTER_CONTROL:
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case COMPUTER_CONTROL:
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case CYBORG_CONTROL:
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// COMPUTER_CONTROL is used in SuperMelee; the computer choses
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// the ships and fights the battles.
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// CYBORG_CONTROL is used in the full game; the computer only
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// fights the battles. XXX: This will need to be handled
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// separately in the future if we want to remove the special
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// cases for ship selection with CYBORG_CONTROL from the
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// computer handlers.
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PlayerInput[playerI] =
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PlayerInput[playerI] =
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(InputContext *) ComputerInputContext_new (playerI);
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(InputContext *) ComputerInputContext_new (playerI);
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break;
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break;
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