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https://github.com/ddnet/ddnet.git
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update the core server-side
This commit is contained in:
parent
6bfdad9771
commit
7d4fdb3322
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@ -106,7 +106,7 @@ void CCharacter::SetWeapon(int W)
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void CCharacter::SetSolo(bool Solo)
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void CCharacter::SetSolo(bool Solo)
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{
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{
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m_Solo = Solo;
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m_Solo = Solo;
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GameServer()->m_World.m_Core.m_apCharacters[m_pPlayer->GetCID()]->m_Solo = Solo;
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m_Core.m_Solo = Solo;
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Teams()->m_Core.SetSolo(m_pPlayer->GetCID(), Solo);
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Teams()->m_Core.SetSolo(m_pPlayer->GetCID(), Solo);
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if(Solo)
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if(Solo)
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@ -1530,11 +1530,13 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been activated");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been activated");
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m_EndlessHook = true;
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m_EndlessHook = true;
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m_Core.m_EndlessHook = true;
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}
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}
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else if(((m_TileIndex == TILE_EHOOK_END) || (m_TileFIndex == TILE_EHOOK_END)) && m_EndlessHook)
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else if(((m_TileIndex == TILE_EHOOK_END) || (m_TileFIndex == TILE_EHOOK_END)) && m_EndlessHook)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been deactivated");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Endless hook has been deactivated");
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m_EndlessHook = false;
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m_EndlessHook = false;
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m_Core.m_EndlessHook = false;
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}
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}
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// hit others
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// hit others
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@ -1542,6 +1544,10 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hit others");
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m_Hit = DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN;
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m_Hit = DISABLE_HIT_GRENADE|DISABLE_HIT_HAMMER|DISABLE_HIT_RIFLE|DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = true;
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m_Core.m_NoGrenadeHit = true;
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m_Core.m_NoHammerHit = true;
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m_Core.m_NoRifleHit = true;
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m_NeededFaketuning |= FAKETUNE_NOHAMMER;
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m_NeededFaketuning |= FAKETUNE_NOHAMMER;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1549,6 +1555,10 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can hit others");
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m_Hit = HIT_ALL;
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m_Hit = HIT_ALL;
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m_Core.m_NoShotgunHit = false;
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m_Core.m_NoGrenadeHit = false;
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m_Core.m_NoHammerHit = false;
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m_Core.m_NoRifleHit = false;
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m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
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m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1558,6 +1568,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't collide with others");
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m_Core.m_Collision = false;
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m_Core.m_Collision = false;
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m_Core.m_NoCollision = true;
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m_NeededFaketuning |= FAKETUNE_NOCOLL;
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m_NeededFaketuning |= FAKETUNE_NOCOLL;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1565,6 +1576,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can collide with others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can collide with others");
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m_Core.m_Collision = true;
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m_Core.m_Collision = true;
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m_Core.m_NoCollision = false;
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m_NeededFaketuning &= ~FAKETUNE_NOCOLL;
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m_NeededFaketuning &= ~FAKETUNE_NOCOLL;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1574,6 +1586,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You can't hook others");
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m_Core.m_Hook = false;
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m_Core.m_Hook = false;
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m_Core.m_NoHookHit = true;
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m_NeededFaketuning |= FAKETUNE_NOHOOK;
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m_NeededFaketuning |= FAKETUNE_NOHOOK;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1581,6 +1594,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can hook others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can hook others");
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m_Core.m_Hook = true;
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m_Core.m_Hook = true;
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m_Core.m_NoHookHit = false;
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m_NeededFaketuning &= ~FAKETUNE_NOHOOK;
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m_NeededFaketuning &= ~FAKETUNE_NOHOOK;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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@ -1590,6 +1604,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have unlimited air jumps");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have unlimited air jumps");
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m_SuperJump = true;
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m_SuperJump = true;
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m_Core.m_EndlessJump = true;
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if (m_Core.m_Jumps == 0)
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if (m_Core.m_Jumps == 0)
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{
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{
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m_NeededFaketuning &= ~FAKETUNE_NOJUMP;
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m_NeededFaketuning &= ~FAKETUNE_NOJUMP;
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@ -1600,6 +1615,7 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You don't have unlimited air jumps");
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m_SuperJump = false;
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m_SuperJump = false;
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m_Core.m_EndlessJump = false;
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if (m_Core.m_Jumps == 0)
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if (m_Core.m_Jumps == 0)
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{
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{
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m_NeededFaketuning |= FAKETUNE_NOJUMP;
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m_NeededFaketuning |= FAKETUNE_NOJUMP;
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@ -1623,11 +1639,13 @@ void CCharacter::HandleTiles(int Index)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have a jetpack gun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You have a jetpack gun");
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m_Jetpack = true;
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m_Jetpack = true;
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m_Core.m_Jetpack = true;
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}
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}
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else if(((m_TileIndex == TILE_JETPACK_END) || (m_TileFIndex == TILE_JETPACK_END)) && m_Jetpack)
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else if(((m_TileIndex == TILE_JETPACK_END) || (m_TileFIndex == TILE_JETPACK_END)) && m_Jetpack)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "You lost your jetpack gun");
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m_Jetpack = false;
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m_Jetpack = false;
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m_Core.m_Jetpack = false;
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}
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}
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// unlock team
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// unlock team
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@ -1668,33 +1686,39 @@ void CCharacter::HandleTiles(int Index)
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if (((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_HasTeleGun)
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if (((m_TileIndex == TILE_TELE_GUN_ENABLE) || (m_TileFIndex == TILE_TELE_GUN_ENABLE)) && !m_HasTeleGun)
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{
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{
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m_HasTeleGun = true;
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m_HasTeleGun = true;
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m_Core.m_HasTelegunGun = true;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun enabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun enabled");
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}
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}
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else if (((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_HasTeleGun)
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else if (((m_TileIndex == TILE_TELE_GUN_DISABLE) || (m_TileFIndex == TILE_TELE_GUN_DISABLE)) && m_HasTeleGun)
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{
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{
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m_HasTeleGun = false;
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m_HasTeleGun = false;
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m_Core.m_HasTelegunGun = false;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun disabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport gun disabled");
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}
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}
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if (((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_HasTeleGrenade)
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if (((m_TileIndex == TILE_TELE_GRENADE_ENABLE) || (m_TileFIndex == TILE_TELE_GRENADE_ENABLE)) && !m_HasTeleGrenade)
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{
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{
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m_HasTeleGrenade = true;
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m_HasTeleGrenade = true;
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m_Core.m_HasTelegunGrenade = true;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade enabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade enabled");
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}
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}
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else if (((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_HasTeleGrenade)
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else if (((m_TileIndex == TILE_TELE_GRENADE_DISABLE) || (m_TileFIndex == TILE_TELE_GRENADE_DISABLE)) && m_HasTeleGrenade)
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{
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{
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m_HasTeleGrenade = false;
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m_HasTeleGrenade = false;
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m_Core.m_HasTelegunGrenade = false;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade disabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport grenade disabled");
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}
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}
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if (((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_HasTeleLaser)
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if (((m_TileIndex == TILE_TELE_LASER_ENABLE) || (m_TileFIndex == TILE_TELE_LASER_ENABLE)) && !m_HasTeleLaser)
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{
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{
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m_HasTeleLaser = true;
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m_HasTeleLaser = true;
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m_Core.m_HasTelegunLaser = true;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser enabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser enabled");
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}
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}
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else if (((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_HasTeleLaser)
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else if (((m_TileIndex == TILE_TELE_LASER_DISABLE) || (m_TileFIndex == TILE_TELE_LASER_DISABLE)) && m_HasTeleLaser)
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{
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{
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m_HasTeleLaser = false;
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m_HasTeleLaser = false;
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m_Core.m_HasTelegunLaser = false;
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser disabled");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(), "Teleport laser disabled");
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}
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}
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@ -1775,6 +1799,7 @@ void CCharacter::HandleTiles(int Index)
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can hammer hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can hammer hit others");
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m_Hit &= ~DISABLE_HIT_HAMMER;
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m_Hit &= ~DISABLE_HIT_HAMMER;
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m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
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m_NeededFaketuning &= ~FAKETUNE_NOHAMMER;
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m_Core.m_NoHammerHit = false;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_HAMMER) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_HAMMER)
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@ -1782,37 +1807,44 @@ void CCharacter::HandleTiles(int Index)
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't hammer hit others");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't hammer hit others");
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m_Hit |= DISABLE_HIT_HAMMER;
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m_Hit |= DISABLE_HIT_HAMMER;
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m_NeededFaketuning |= FAKETUNE_NOHAMMER;
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m_NeededFaketuning |= FAKETUNE_NOHAMMER;
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m_Core.m_NoHammerHit = true;
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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GameServer()->SendTuningParams(m_pPlayer->GetCID(), m_TuneZone); // update tunings
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_SHOTGUN && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with shotgun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with shotgun");
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Hit &= ~DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_SHOTGUN) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_SHOTGUN)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with shotgun");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with shotgun");
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Hit |= DISABLE_HIT_SHOTGUN;
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m_Core.m_NoShotgunHit = true;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_GRENADE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with grenade");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with grenade");
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Hit &= ~DISABLE_HIT_GRENADE;
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m_Core.m_NoGrenadeHit = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_GRENADE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_GRENADE)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with grenade");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with grenade");
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m_Hit |= DISABLE_HIT_GRENADE;
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m_Hit |= DISABLE_HIT_GRENADE;
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m_Core.m_NoGrenadeHit = true;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_RIFLE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_START && m_Hit&DISABLE_HIT_RIFLE && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with rifle");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can shoot others with rifle");
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m_Hit &= ~DISABLE_HIT_RIFLE;
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m_Hit &= ~DISABLE_HIT_RIFLE;
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m_Core.m_NoRifleHit = false;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_RIFLE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_HIT_END && !(m_Hit&DISABLE_HIT_RIFLE) && GameServer()->Collision()->GetSwitchDelay(MapIndex) == WEAPON_RIFLE)
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{
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{
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with rifle");
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GameServer()->SendChatTarget(GetPlayer()->GetCID(),"You can't shoot others with rifle");
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m_Hit |= DISABLE_HIT_RIFLE;
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m_Hit |= DISABLE_HIT_RIFLE;
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m_Core.m_NoRifleHit = true;
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}
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}
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_JUMP)
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else if(GameServer()->Collision()->IsSwitch(MapIndex) == TILE_JUMP)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue