Skip to content
This repository has been archived by the owner on Jan 5, 2024. It is now read-only.

Commit

Permalink
remove locking restrictions
Browse files Browse the repository at this point in the history
  • Loading branch information
HeliumAnt committed Dec 27, 2023
1 parent 23c2283 commit 3b8eb98
Show file tree
Hide file tree
Showing 2 changed files with 2 additions and 5 deletions.
6 changes: 2 additions & 4 deletions Activities/GameActivity.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -400,14 +400,12 @@ bool GameActivity::IsBuyGUIVisible(int which) const {

bool GameActivity::LockControlledActor(Players player, bool lock, Controller::InputMode lockToMode) {
if (player >= Players::PlayerOne && player < Players::MaxPlayerCount) {
bool prevLock = m_LuaLockActor[player];
m_LuaLockActor[player] = lock;
m_LuaLockActorMode[player] = lockToMode;
if (m_pBuyGUI[player]->IsVisible() || m_InventoryMenuGUI[player]->IsVisible()) {
m_LuaLockActor[player] = false;
return false;
}
return true;
}
return false;
}

//////////////////////////////////////////////////////////////////////////////////////////
Expand Down
1 change: 0 additions & 1 deletion Activities/GameActivity.h
Original file line number Diff line number Diff line change
Expand Up @@ -255,7 +255,6 @@ class GameActivity : public Activity {
/// <summary>
/// Locks a player controlled actor to a specific controller mode.
/// Locking the actor will disable player input, including switching actors.
/// Locking will fail if the actor is already locked for another reason (such as being in a menu).
/// </summary>
/// <param name="player">Which player to lock the actor for.</param>
/// <param name="lock">Whether to lock or unlock the actor. (Default: true)</param>
Expand Down

0 comments on commit 3b8eb98

Please sign in to comment.