Age | Commit message (Collapse) | Author |
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The original kept resetting the bomb's code wheels whenever the view
was entered, which meant reloading a savegame, you lost any progress
you'd made. Presumably this was done as a quick and dirty hack in
case anyone was stupid enough to rearm the bomb after fixing it the
first time. I've added new code that now only resets the wheels when
the bomb is initially armed, and you can now save in the bomb
closeup, and it will remember all your selections
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I'm pretty certain this was the original intention of the dispensor,
as it not only makes sense, but there was code in place in the dispensor
StatusChangeMsg method that handled two different types of dispensing,
depending on whether the fuse was in place. But the code was identical;
given other nastyness and code duplication in the whole dispensor logic,
it's pretty clear that this was what was originally intended. Though
given that the dispensor fuse is present in the fusebox by default, it's
likely no-one ever played around with the dispensor with the fuse removed.
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Note there's a lot of preliminary code in the star_control/ folder
for code that still needs to be fully disassembled & implemented.
So for now I've made liberal use of #if 0 blocks to disable fields
that will likely be needed again in the future
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