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authorKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 20:09:42 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2021-02-10 20:09:42 -0500
commitc25ab2537cb201dc46b7c1d375dd1c12411fe85c (patch)
tree1b96b9054585390abbc99277572a77a3248f2cde /src/character_system.cpp
parent05ee221cd31a782b699cc6d62e0d275364cfd7cc (diff)
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Player movement/input is halted during cutscenes
Diffstat (limited to 'src/character_system.cpp')
-rw-r--r--src/character_system.cpp12
1 files changed, 12 insertions, 0 deletions
diff --git a/src/character_system.cpp b/src/character_system.cpp index 781b50d..aad8c1b 100644 --- a/src/character_system.cpp +++ b/src/character_system.cpp
@@ -248,6 +248,18 @@ void CharacterSystem::stopRunningSound(Sprite& sprite) {
248 } 248 }
249} 249}
250 250
251void CharacterSystem::halt(int spriteId) {
252 // Because special stuff happens when we stop running, we have to handle the
253 // running case here.
254 Sprite& sprite = game_.getSprite(spriteId);
255 if (sprite.characterState == CharacterState::Running) {
256 stopRunning(spriteId);
257 } else {
258 // Other than that, it is simple to go to Still from Walking or Crouching.
259 setPartyState(spriteId, CharacterState::Still);
260 }
261}
262
251void CharacterSystem::clearSpriteCache() { 263void CharacterSystem::clearSpriteCache() {
252 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) { 264 for (Sprite& sprite : game_.getSprites() | game_.spriteView()) {
253 if (sprite.runningSfxChannel != -1) { 265 if (sprite.runningSfxChannel != -1) {