Pass release to Step(). Doesn't do anything yet.

This commit is contained in:
Steve Checkoway
2006-08-14 09:09:24 +00:00
parent a839f8cfa6
commit 45db2de31d
4 changed files with 43 additions and 39 deletions
+4 -7
View File
@@ -2144,11 +2144,8 @@ void ScreenGameplay::Input( const InputEventPlus &input )
return;
}
}
/* Nothing below cares about releases. */
if( input.type == IET_RELEASE )
return;
bool bRelease = input.type == IET_RELEASE;
if( GAMESTATE->m_bMultiplayer )
{
@@ -2157,7 +2154,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
input.StyleI.IsValid() &&
GAMESTATE->IsMultiPlayerEnabled(input.mp) )
{
m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts );
m_vPlayerInfo[input.mp].m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts, false, bRelease );
}
}
else
@@ -2174,7 +2171,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
if( PREFSMAN->m_AutoPlay == PC_HUMAN )
{
PlayerInfo& pi = GetPlayerInfoForInput( input );
pi.m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts );
pi.m_pPlayer->Step( input.StyleI.col, -1, input.DeviceI.ts, false, bRelease );
}
}
}