321 |
|
|
322 |
px::V2 Floor::process_mouseforce (Actor *a, px::V2 force) |
px::V2 Floor::process_mouseforce (Actor *a, px::V2 force) |
323 |
{ |
{ |
324 |
if (player::IsCurrentPlayer(a)) |
if (a->int_attrib("controllers") & (1+player::CurrentPlayer())) |
325 |
return mousefactor() * force; |
return mousefactor() * force; |
326 |
else |
else |
327 |
return V2(); |
return V2(); |
700 |
|
|
701 |
px::V2 process_mouseforce (Actor *a, px::V2 force) |
px::V2 process_mouseforce (Actor *a, px::V2 force) |
702 |
{ |
{ |
703 |
if (player::CurrentPlayer() == 0 && player::IsCurrentPlayer(a)) |
if (player::CurrentPlayer() == 0) // && player::IsCurrentPlayer(a)) |
704 |
return mousefactor() * force; |
return mousefactor() * force; |
705 |
else |
else |
706 |
return V2(); |
return V2(); |
713 |
|
|
714 |
px::V2 process_mouseforce (Actor *a, px::V2 force) |
px::V2 process_mouseforce (Actor *a, px::V2 force) |
715 |
{ |
{ |
716 |
if (player::CurrentPlayer() == 1 && player::IsCurrentPlayer(a)) |
if (player::CurrentPlayer() == 1) // && player::IsCurrentPlayer(a)) |
717 |
return mousefactor() * force; |
return mousefactor() * force; |
718 |
else |
else |
719 |
return V2(); |
return V2(); |