diff --git a/src/game/bondmove.c b/src/game/bondmove.c index 3aa4f17f1..ce7d29e58 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -1328,21 +1328,26 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i } } - // Handle B button + // Handle B and use-like button if (allowc1buttons) { for (i = 0; i < numsamples; i++) { if (joyGetButtonsOnSample(i, contpad1, c1allowedbuttons & (B_BUTTON | BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE))) { if (g_Vars.currentplayer->usedowntime >= -1) { - // if (joyGetButtonsPressedOnSample(i, contpad1, shootbuttons & c1allowedbuttons) - // && g_Vars.currentplayer->usedowntime >= 0 - // && bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, true, false, 0) != USETIMER_CONTINUE) { - // g_Vars.currentplayer->usedowntime = -3; - // } + #ifdef PLATFORM_N64 + if (joyGetButtonsPressedOnSample(i, contpad1, shootbuttons & c1allowedbuttons) + && g_Vars.currentplayer->usedowntime >= 0 + && bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, true, false, 0) != USETIMER_CONTINUE) { + g_Vars.currentplayer->usedowntime = -3; + } + #endif if (g_Vars.currentplayer->usedowntime >= 0) { if (g_Vars.currentplayer->usedowntime > TICKS(25)) { - // s32 result = bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, false, false, 0); + #ifdef PLATFORM_N64 + s32 result = bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, false, false, 0); + #else s32 result = USETIMER_CONTINUE; + #endif if (result == USETIMER_STOP) { g_Vars.currentplayer->usedowntime = -1; @@ -1356,9 +1361,11 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i } } } else { - // if (g_Vars.currentplayer->usedowntime >= -2) { - // bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, false, false, 0); - // } + #ifdef PLATFORM_N64 + if (g_Vars.currentplayer->usedowntime >= -2) { + bgunConsiderToggleGunFunction(g_Vars.currentplayer->usedowntime, false, false, 0); + } + #endif } } else { // Released B