Keep rope/jetpack/parachute selected when destroyed and having secondary ammo selected
Assumption: You rope with secondary ammo selected. You miss a shot,
destroying the rope gear.
Previous behaviour: Rope gets deselected and the secondary
ammo gets selected, you can no longer rope. Very annoying,
reason of many Shoppa fails!
New behaviour: Rope stays selected, but selection of secondary ammo
is cleared (because rope gear got destroyed). Makes much more
sense overall.
Analog for jetpack and parachute.
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2010 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#import <Foundation/Foundation.h>
typedef enum {gtNone, gtLocal, gtSave, gtMission, gtCampaign, gtNet} TGameType;
typedef enum {gsNone, gsLoading, gsInGame, gsInterrupted, gsEnded} TGameStatus;
@interface HWUtils : NSObject {
}
+(TGameType) gameType;
+(void) setGameType:(TGameType) type;
+(TGameStatus) gameStatus;
+(void) setGameStatus:(TGameStatus) status;
+(BOOL) isGameLaunched;
+(BOOL) isGameRunning;
+(NSString *)modelType;
+(NSArray *)teamColors;
+(void) releaseCache;
+(NSInteger) randomPort;
+(void) freePort:(NSInteger) port;
+(BOOL) isNetworkReachable;
+(NSString *) languageID;
//+(UIView *)mainSDLViewInstance;
+(NSString *) seed;
@end