Fix regression with dropping items on force floors

This commit is contained in:
Eevee (Evelyn Woods) 2020-12-21 00:34:31 -07:00
parent 6ea46c238c
commit bf743caee5

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@ -977,18 +977,21 @@ export class Level extends LevelInterface {
// FIXME cc2 seems to rely on key repeat for this; if you have four bowling balls and hold
// Q, you'll throw the first, wait a second or so, then release the rest rapid-fire. absurd
let new_input = input & this.p1_released;
this.p1_released = 0xff;
if (new_input & INPUT_BITS.cycle) {
this.cycle_inventory(this.player);
this.p1_released &= ~INPUT_BITS.cycle;
}
if ((new_input & INPUT_BITS.drop) && may_move) {
this.drop_item(this.player);
this.p1_released &= ~INPUT_BITS.drop;
}
if ((new_input & INPUT_BITS.swap) && this.remaining_players > 1) {
// This is delayed until the end of the tic to avoid screwing up anything
// checking this.player
this.swap_player1 = true;
this.p1_released &= ~INPUT_BITS.swap;
}
this.p1_released = ~input;
if (actor.slide_mode && ! (may_move && dir1)) {
// This is a forced move, in which case we don't even check it