fp: Invert the move-ability flag on entity type check

This commit is contained in:
doyle 2023-09-26 21:44:02 +10:00
parent 7a2bebf3c3
commit 589d56dd82

View File

@ -641,7 +641,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
Dqn_V2 acceleration_meters_per_s = {};
if (game->clicked_entity == entity->handle) {
if (entity->flags & (FP_GameEntityFlag_MoveByKeyboard | FP_GameEntityFlag_MoveByGamepad)) {
bool move_entity = false;
bool move_entity = true;
switch (entity->type) {
case FP_EntityType_Terry: {
auto *state = DQN_CAST(FP_EntityTerryState *)&entity->action.state;
@ -653,8 +653,8 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_PlatformInput *input
move_entity = *state == FP_EntitySmoochieState_Run || *state == FP_EntitySmoochieState_Idle;
} break;
case FP_EntityType_Merchant: move_entity = true; break;
case FP_EntityType_Nil: move_entity = true; break;
case FP_EntityType_Merchant: break;
case FP_EntityType_Nil: break;
}
if (move_entity) {