Hide creeper from frontend, prevent addition of creeper ammo via ammo scheme
This is a temporary measure because the creeper is still very unfinished.
This can be reverted when the creeper is finished.
--- a/QTfrontend/ui/widget/selectWeapon.cpp Fri Oct 05 19:37:06 2018 +0200
+++ b/QTfrontend/ui/widget/selectWeapon.cpp Fri Oct 05 20:20:09 2018 +0200
@@ -180,7 +180,9 @@
int i = 0, k = 0;
for(; i < m_numItems; ++i)
{
- if (i == 6) continue;
+ // Hide amSkip (6) and amCreeper (57)
+ // TODO: Unhide amCreeper when this weapon is done
+ if (i == 6 || i == 57) continue;
if (k % 4 == 0) ++j;
SelWeaponItem * swi = new SelWeaponItem(true, i, currentState[i].digitValue(), QImage(":/res/ammopic.png"), QImage(":/res/ammopicgrey.png"), this);
weaponItems[i].append(swi);
--- a/hedgewars/uAmmos.pas Fri Oct 05 19:37:06 2018 +0200
+++ b/hedgewars/uAmmos.pas Fri Oct 05 20:20:09 2018 +0200
@@ -116,7 +116,10 @@
or ((a = amInvulnerable) and ((GameFlags and gfInvulnerable) <> 0))
or ((a = amLaserSight) and ((GameFlags and gfLaserSight) <> 0))
or ((a = amVampiric) and ((GameFlags and gfVampiric) <> 0))
- or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000)) then
+ or ((a = amExtraTime) and (cHedgehogTurnTime >= 1000000))
+ // Always remove creeper because it's unfinished.
+ // TODO: Re-enable creeper when creeper is done
+ or (a = amCreeper) then
begin
cnt:= 0;
Ammoz[a].Probability:= 0