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Re-add playtesting passthrough code block for non-separate interact

This fixes a regression where you're unable to activate activity zones
in in-editor playtesting if your interact button is not separate from
the map button.

When I originally did #743, I didn't have an option to set the bind to
be non-separate, so I removed this logic without adding a
game.separate_interact check. But when I added the option, I overlooked
this code, and so this regression happened. Whoops.
This commit is contained in:
Misa 2021-06-17 23:25:27 -07:00 committed by Ethan Lee
parent 43e8d31aa9
commit 571f6a7098

View file

@ -1960,8 +1960,18 @@ void gameinput(void)
{ {
if ((game.press_map || key.isDown(27)) && !game.mapheld) if ((game.press_map || key.isDown(27)) && !game.mapheld)
{ {
game.returntoeditor(); if (!game.separate_interact
game.mapheld = true; && game.press_map
&& (INBOUNDS_VEC(game.activeactivity, obj.blocks)
|| (game.activetele && game.readytotele > 20)))
{
/* Pass, let code block below handle it */
}
else
{
game.returntoeditor();
game.mapheld = true;
}
} }
} }
#endif #endif