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engines/buried/biochip_right.cpp
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| _vm->_sound->timerCallback(); | ||
| delete video; | ||
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| keymapper->getKeymap("cutscene")->setEnabled(false); |
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Would it make sense to create a helper function that enables and disables keymaps using an enum?
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Indeed, something like
void enableCutSceneKeymap(bool enable) {
keymapper->getKeymap("cutscene")->setEnabled(enable);
keymapper->getKeymap("buried-default")->setEnabled(!enable);
...And then you call here enableCutSceneKeymap(false)
engines/buried/metaengine.cpp
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| act->addDefaultInputMapping("JOY_A"); | ||
| engineKeyMap->addAction(act); | ||
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| // I18N: This action refers to the control key. |
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| // I18N: This action refers to the control key. | |
| // I18N: This action refers to the control key on the keyboard. |
engines/buried/metaengine.cpp
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| act->addDefaultInputMapping("JOY_A"); | ||
| inventoryKeyMap->addAction(act); | ||
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| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equiped biochip to AI biochip. |
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| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equiped biochip to AI biochip. | |
| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the AI biochip. |
Ditto for the other biochip actions.
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| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equiped biochip to AI biochip. | |
| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the Artificial Intelligence biochip. |
engines/buried/metaengine.cpp
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| act = new Action("SAVE", _("Save game")); | ||
| act->setCustomEngineActionEvent(kActionSave); | ||
| act->addDefaultInputMapping("C+s"); | ||
| act->addDefaultInputMapping("JOY_LEFT"); |
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This clashes with the movement actions.
engines/buried/metaengine.cpp
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| act->setCustomEngineActionEvent(kActionLoad); | ||
| act->addDefaultInputMapping("C+l"); | ||
| act->addDefaultInputMapping("C+o"); | ||
| act->addDefaultInputMapping("JOY_RIGHT"); |
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This clashes with the movement actions.
engines/buried/metaengine.cpp
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| act = new Action("AICOMMENTS", _("Replay last AI comment")); | ||
| act->setCustomEngineActionEvent(kActionAIComment); | ||
| act->addDefaultInputMapping("SPACE"); | ||
| act->addDefaultInputMapping("JOY_A"); |
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This clashes with the left click action.
engines/buried/biochip_right.cpp
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| _vm->_sound->timerCallback(); | ||
| delete video; | ||
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| keymapper->getKeymap("cutscene")->setEnabled(false); |
There was a problem hiding this comment.
Indeed, something like
void enableCutSceneKeymap(bool enable) {
keymapper->getKeymap("cutscene")->setEnabled(enable);
keymapper->getKeymap("buried-default")->setEnabled(!enable);
...And then you call here enableCutSceneKeymap(false)
| act->addDefaultInputMapping("C+q"); | ||
| gameKeyMap->addAction(act); | ||
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| act = new Action("AICOMMENTS", _("Replay last AI comment")); |
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| act = new Action("AICOMMENTS", _("Replay last AI comment")); | |
| // AI is Artificial Intelligence | |
| act = new Action("AICOMMENTS", _("Replay last AI comment")); |
engines/buried/metaengine.cpp
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| act->addDefaultInputMapping("JOY_A"); | ||
| inventoryKeyMap->addAction(act); | ||
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| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equiped biochip to AI biochip. |
There was a problem hiding this comment.
| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equiped biochip to AI biochip. | |
| // I18N: The game has an inventory with a list of biochips. This action is used to switch the equipped biochip to the Artificial Intelligence biochip. |
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