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Working CScriptGunTurret

This commit is contained in:
Jack Andersen
2019-02-17 19:47:46 -10:00
parent 6441bcc3a2
commit 48eaa2545b
63 changed files with 1340 additions and 761 deletions

View File

@@ -612,6 +612,7 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr) {
case CPlayer::EPlayerMorphBallState::Unmorphed:
if ((x2f8_stateFlags & 0x10) != 0x10)
HandleWeaponChange(input, mgr);
[[fallthrough]];
case CPlayer::EPlayerMorphBallState::Morphed:
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
x2f4_fireButtonStates |=
@@ -1038,6 +1039,7 @@ void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
case CPlayerState::EBeamId::Plasma:
case CPlayerState::EBeamId::Power:
x832_25_chargeEffectVisible = true;
break;
default:
break;
}