equal
deleted
inserted
replaced
215 |
215 |
216 if (!isGameRunning) |
216 if (!isGameRunning) |
217 return; |
217 return; |
218 |
218 |
219 if (HW_isWaiting()) |
219 if (HW_isWaiting()) |
220 HW_shoot(); |
220 HW_dismissReady(); |
221 |
221 |
222 UIButton *theButton = (UIButton *)sender; |
222 UIButton *theButton = (UIButton *)sender; |
223 switch (theButton.tag) { |
223 switch (theButton.tag) { |
224 case 0: |
224 case 0: |
225 if (isAttacking == NO) |
225 if (isAttacking == NO) |
367 |
367 |
368 switch ([allTouches count]) { |
368 switch ([allTouches count]) { |
369 case 1: |
369 case 1: |
370 // this dismisses the "get ready" |
370 // this dismisses the "get ready" |
371 if (HW_isWaiting()) |
371 if (HW_isWaiting()) |
372 HW_shoot(); |
372 HW_dismissReady(); |
373 |
373 |
374 // if we're in the menu we just click in the point |
374 // if we're in the menu we just click in the point |
375 if (HW_isAmmoOpen()) { |
375 if (HW_isAmmoOpen()) { |
376 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
376 HW_setCursor(HWXZ(currentPosition.x), HWYZ(currentPosition.y)); |
377 // this click doesn't need any wrapping because the ammoMenu already limits the cursor |
377 // this click doesn't need any wrapping because the ammoMenu already limits the cursor |