VVVVVV/desktop_version/src/Ent.cpp

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2020-01-01 21:29:24 +01:00
#include "Ent.h"
#include "Game.h"
#include "Graphics.h"
entclass::entclass(void)
Fix entity and block indices after destroying them This patch restores some 2.2 behavior, fixing a regression caused by the refactor of properly using std::vectors. In 2.2, the game allocated 200 items in obj.entities, but used a system where each entity had an `active` attribute to signify if the entity actually existed or not. When dealing with entities, you would have to check this `active` flag, or else you'd be dealing with an entity that didn't actually exist. (By the way, what I'm saying applies to blocks and obj.blocks as well, except for some small differing details like the game allocating 500 block slots versus obj.entities's 200.) As a consequence, the game had to use a separate tracking variable, obj.nentity, because obj.entities.size() would just report 200, instead of the actual amount of entities. Needless to say, having to check for `active` and use `obj.nentity` is a bit error-prone, and it's messier than simply using the std::vector the way it was intended. Also, this resulted in a hard limit of 200 entities, which custom level makers ran into surprisingly quite often. 2.3 comes along, and removes the whole system. Now, std::vectors are properly being used, and obj.entities.size() reports the actual number of entities in the vector; you no longer have to check for `active` when dealing with entities of any sort. But there was one previous behavior of 2.2 that this system kind of forgets about - namely, the ability to have holes in between entities. You see, when an entity got disabled in 2.2 (which just meant turning its `active` off), the indices of all other entities stayed the same; the indice of the entity that got disabled stays there as a hole in the array. But when an entity gets removed in 2.3 (previous to this patch), the indices of every entity afterwards in the array get shifted down by one. std::vector isn't really meant to be able to contain holes. Do the indices of entities and blocks matter? Yes; they determine the order in which entities and blocks get evaluated (the highest indice gets evaluated first), and I had to fix some block evaluation order stuff in previous PRs. And in the case of entities, they matter hugely when using the recently-discovered Arbitrary Entity Manipulation glitch (where crewmate script commands are used on arbitrary entities by setting the `i` attribute of `scriptclass` and passing invalid crewmate identifiers to the commands). If you use Arbitrary Entity Manipulation after destroying some entities, there is a chance that your script won't work between 2.2 and 2.3. The indices also still determine the rendering order of entities (highest indice gets drawn first, which means lowest indice gets drawn in front of other entities). As an example: let's say we have the player at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the gravity line and create a crewmate (let's do Violet). If we're able to have holes, then after removing the gravity line, none of the other indices shift. Then Violet will be created at indice 1, and will be drawn in front of the checkpoint. But if we can't have holes, then removing the gravity line results in the indice of the checkpoint shifting down to indice 1. Then Violet is created at indice 2, and gets drawn behind the checkpoint! This is a clear illustration of changing the behavior that existed in 2.2. However, I also don't want to go back to the `active` system of having to check an attribute before operating on an entity. So... what do we do to restore the holes? Well, we don't need to have an `active` attribute, or modify any existing code that operates on entities. Instead, we can just set the attributes of the entities so that they naturally get ignored by everything that comes into contact with it. For entities, we set their invis to true, and their size, type, and rule to -1 (the game never uses a size, type, or rule of -1 anywhere); for blocks, we set their type to -1, and their width and height to 0. obj.entities.size() will no longer necessarily equal the amount of entities in the room; rather, it will be the amount of entity SLOTS that have been allocated. But nothing that uses obj.entities.size() needs to actually know the amount of entities; it's mostly used for iterating over every entity in the vector. Excess entity slots get cleaned up upon every call of mapclass::gotoroom(), which will now deallocate entity slots starting from the end until it hits a player, at which point it will switch to disabling entity slots instead of removing them entirely. The entclass::clear() and blockclass::clear() functions have been restored because we need to call their initialization functions when reusing a block/entity slot; it's possible to create an entity with an invalid type number (it creates a glitchy Viridian), and without calling the initialization function again, it would simply not create anything. After this patch is applied, entity and block indices will be restored to how they behaved in 2.2.
2020-12-27 07:11:34 +01:00
{
clear();
}
void entclass::clear(void)
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{
invis = false;
type = 0;
size = 0;
tile = 0;
rule = 0;
state = 0;
statedelay = 0;
life = 0;
colour = 0;
para = 0;
behave = 0;
animate = 0;
xp = 0;
yp = 0;
ax = 0;
ay = 0;
vx = 0;
vy = 0;
w = 16;
h = 16;
cx = 0;
cy = 0;
newxp = 0;
newyp = 0;
oldxp = 0;
oldyp = 0;
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x1 = 0;
y1 = 0;
x2 = 320;
y2 = 240;
gravity = false;
onground = 0;
onroof = 0;
Fix regression: quick stopping changing drawframe This fixes a regression that desyncs my Nova TAS after re-removing the 1-frame input delay. Quick stopping is simply holding left/right but for less than 5 frames. Viridian doesn't decelerate when you let go and they immediately stop in place. (The code calls this tapping, but "quick stopping" is a better name because you can immediately counter-strafe to stop yourself from decelrating in the first place, and that works because of this same code.) So, the sequence of events in 2.2 and previous looks like this: - gameinput() - If quick stopping, set vx to 0 - gamerender() - Change drawframe depending on vx - gamelogic() - Use drawframe for collision (whyyyyyyyyyyyyyyyyyyyyyyyyyyy) And now (ignoring the intermediate period where the whole loop order was wrong), the sequence of events in 2.3 looks like this: - gamerenderfixed() - Change drawframe depending on vx - gamerender() - gameinput() - If quick stopping, set vx to 0 - gamelogic() - Use drawframe for collision (my mind has become numb to pain) So, this means that all the player movement stuff is completely the same. Except their drawframe is going to be different. Unfortunately, I had overlooked that gameinput() sets vx and that animateentities() (in gamerenderfixed()) checks vx. Although, to be fair, it's a pretty dumb decision to make collision detection be based on the actual sprites' pixels themselves, instead of a hitbox, in the first place, so you'd expect THAT to be the end of the dumb parade. Or maybe you shouldn't, I don't know. So, what's the solution? What I've done here is added duplicates of framedelay, drawframe, and walkingframe, for collision use only. They get updated in gamelogic(), after gameinput(), which is after when vx could be set to 0. I've kept the original framedelay, drawframe, and walkingframe around, to keep the same visuals as closely as possible. However, due to the removal of the input delay, whenever you quick stop, your sprite will be wrong for just 1 frame - because when you let go of the direction key, the game will set your vx to 0 and the logical drawframe will update to reflect that, but the previous frame cannot know in advance that you'll release the key on the next frame, and so the visual drawframe will assume that you keep holding the key. Whereas in 2.2 and below, when you release a direction key, the player's position will only update to reflect that on the next frame, but the current frame can immediately recognize that and update the drawframe now, instead of retconning it later. Basically the visual drawframe assumes that you keep holding the key, and if you don't, then it takes on the value of the collision drawframe anyway, so it's okay. And it's only visual, anyway - the collision drawframe of the next frame (when you release the key) will be the same as the drawframe of the frame you release the key in 2.2 and below. But I really don't care to try and fix this for if you re-enable the input delay because it's minor and it'd be more complicated.
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collisionframedelay = 0;
collisiondrawframe = 0;
collisionwalkingframe = 0;
visualonground = 0;
visualonroof = 0;
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onentity = 0;
harmful = false;
onwall = 0;
onxwall = 0;
onywall = 0;
isplatform = false;
framedelay = 0;
drawframe = 0;
walkingframe = 0;
dir = 0;
actionframe = 0;
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
2020-05-01 02:34:37 +02:00
realcol = 0;
Restore previous oldxp/oldyp variables in favor of lerpoldxp/lerpoldyp I was investigating a desync in my Nova TAS, and it turns out that the gravity line collision functions check for the `oldxp` and `oldyp` of the player, i.e. their position on the previous frame, along with their position on the current frame. So, if the player either collided with the gravity line last frame or this frame, then the player collided with the gravity line this frame. Except, that's not actually true. It turns out that `oldxp` and `oldyp` don't necessarily always correspond to the `xp` and `yp` of the player on the previous frame. It turns out that your `oldyp` will be updated if you stand on a vertically moving platform, before the gravity line collision function gets ran. So, if you were colliding with a gravity line on the previous frame, but you got moved out of there by a vertically moving platform, then you just don't collide with the gravity line at all. However, this behavior changed in 2.3 after my over-30-FPS patch got merged (#220). That patch took advantage of the existing `oldxp` and `oldyp` entity attributes, and uses them to interpolate their positions during rendering to make everything look real smooth. Previously, `oldxp` and `oldyp` would both be updated in `entityclass::updateentitylogic()`. However, I moved it in that patch to update right before `gameinput()` in `main.cpp`. As a result, `oldyp` no longer gets updated whenever the player stands on a vertically moving platform. This ends up desyncing my TAS. As expected, updating `oldyp` in `entityclass::movingplatformfix()` (the function responsible for moving the player whenever they stand on a vertically moving platform) makes it so that my TAS syncs, but the visuals are glitchy when standing on a vertically moving platform. And as much as I'd like to get rid of gravity lines checking for whether you've collided with them on the previous frame, doing that desyncs my TAS, too. In the end, it seems like I should just leave `oldxp` and `oldyp` alone, and switch to using dedicated variables that are never used in the physics of the game. So I'm introducing `lerpoldxp` and `lerpoldyp`, and replacing all instances of using `oldxp` and `oldyp` that my over-30-FPS patch added, with `lerpoldxp` and `lerpoldyp` instead. After doing this, and applying #503 as well, my Nova TAS syncs after some minor but acceptable fixes with Viridian's walkingframe.
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lerpoldxp = 0;
lerpoldyp = 0;
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}
bool entclass::outside(void)
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{
// Returns true if any point of the entity is outside the map.
// Adjusts velocity for a clean collision.
if (xp < x1)
{
xp = x1;
return true;
}
if (yp < y1)
{
yp = y1;
return true;
}
if (xp + w > x2)
{
xp = x2 - w;
return true;
}
if (yp + h > y2)
{
yp = y2 - h;
return true;
}
return false;
}
void entclass::setenemy( int t )
{
switch(t)
{
case 0:
//lies emitter
switch ((int) para)
{
case 0:
tile = 60;
animate = 2;
colour = 6;
behave = 10;
w = 32;
h = 32;
x1 = -200;
break;
case 1:
yp += 10;
lerpoldyp += 10;
tile = 63;
animate = 100; //LIES
colour = 6;
behave = 11;
para = 9; //destroyed when outside
x1 = -200;
x2 = 400;
w = 26;
h = 10;
cx = 1;
cy = 1;
break;
case 2:
tile = 62;
animate = 100;
colour = 6;
behave = -1;
w = 32;
h = 32;
break;
}
break;
case 1:
//FACTORY emitter
switch ((int) para)
{
case 0:
tile = 72;
animate = 3;
size = 9;
colour = 6;
behave = 12;
w = 64;
h = 40;
cx = 0;
cy = 24;
break;
case 1:
xp += 4;
lerpoldxp += 4;
yp -= 4;
lerpoldyp -= 4;
tile = 76;
animate = 100; // Clouds
colour = 6;
behave = 13;
para = -6; //destroyed when outside
x2 = 400;
w = 32;
h = 12;
cx = 0;
cy = 6;
break;
case 2:
tile = 77;
animate = 100;
colour = 6;
behave = -1;
w = 32;
h = 16;
break;
}
break;
default:
break;
}
}
void entclass::setenemyroom( int rx, int ry )
{
//Simple function to initilise simple enemies
rx -= 100;
ry -= 100;
switch(rn(rx, ry))
{
//Space Station 1
case rn(12, 3): //Security Drone
tile = 36;
colour = 8;
animate = 1;
break;
case rn(13, 3): //Wavelengths
tile = 32;
colour = 7;
animate = 1;
w = 32;
break;
case rn(15, 3): //Traffic
tile = 28;
colour = 6;
animate = 1;
w = 22;
h = 32;
break;
case rn(12, 5): //The Yes Men
tile = 40;
colour = 9;
animate = 1;
w = 20;
h = 20;
break;
case rn(13, 6): //Hunchbacked Guards
tile = 44;
colour = 8;
animate = 1;
w = 16;
h = 20;
break;
case rn(13, 4): //Communication Station
harmful = false;
if (xp == 256)
{
//transmittor
tile = 104;
colour = 4;
animate = 7;
w = 16;
h = 16;
xp -= 24;
lerpoldxp -= 24;
yp -= 16;
lerpoldyp -= 16;
}
else
{
//radar dish
tile =124;
colour = 4;
animate = 6;
w = 32;
h = 32;
cx = 4;
size = 9;
xp -= 4;
lerpoldxp -= 4;
yp -= 32;
lerpoldyp -= 32;
}
break;
//The Lab
case rn(4, 0):
tile = 78;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(2, 0):
tile = 88;
colour = 11;
animate = 1;
w = 16;
h = 16;
break;
//Space Station 2
case rn(14, 11):
colour = 17;
break; //Lies
case rn(16, 11):
colour = 8;
break; //Lies
case rn(13, 10):
colour = 11;
break; //Factory
case rn(13, 9):
colour = 9;
break; //Factory
case rn(13, 8):
colour = 8;
break; //Factory
case rn(11, 13): //Truth
tile = 64;
colour = 7;
animate = 100;
w = 44;
h = 10;
size = 10;
break;
case rn(17, 7): //Brass sent us under the top
tile =82;
colour = 8;
animate = 5;
w = 28;
h = 32;
cx = 4;
break;
case rn(10, 7): // (deception)
tile = 92;
colour = 6;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 13): // (chose poorly)
tile = 56;
colour = 6;
animate = 1;
w = 15;
h = 24;
break;
case rn(13, 12): // (backsliders)
tile = 164;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(14, 8): // (wheel of fortune room)
tile = 116;
colour = 12;
animate = 1;
w = 32;
h = 32;
break;
case rn(16, 9): // (seeing dollar signs)
tile = 68;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(16, 7): // (tomb of mad carew)
tile = 106;
colour = 7;
animate = 2;
w = 24;
h = 25;
break;
//Warp Zone
case rn(15, 2): // (numbers)
tile = 100;
colour = 6;
animate = 1;
w = 32;
h = 14;
yp += 1;
lerpoldyp += 1;
break;
case rn(16, 2): // (Manequins)
tile = 52;
colour = 7;
animate = 5;
w = 16;
h = 25;
yp -= 4;
lerpoldyp -= 4;
break;
case rn(18, 0): // (Obey)
tile = 51;
colour = 11;
animate = 100;
w = 30;
h = 14;
break;
case rn(19, 1): // Ascending and Descending
tile = 48;
colour = 9;
animate = 5;
w = 16;
h = 16;
break;
case rn(19, 2): // Shockwave Rider
tile = 176;
colour = 6;
animate = 1;
w = 16;
h = 16;
break;
case rn(18, 3): // Mind the gap
tile = 168;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(17, 3): // Edge Games
if (yp ==96)
{
tile = 160;
colour = 8;
animate = 1;
w = 16;
h = 16;
}
else
{
tile = 156;
colour = 8;
animate = 1;
w = 16;
h = 16;
}
break;
case rn(16, 0): // I love you
tile = 112;
colour = 8;
animate = 5;
w = 16;
h = 16;
break;
case rn(14, 2): // That's why I have to kill you
tile = 114;
colour = 6;
animate = 5;
w = 16;
h = 16;
break;
case rn(18, 2): // Thinking with Portals
//depends on direction
if (xp ==88)
{
tile = 54+12;
colour = 12;
animate = 100;
w = 60;
h = 16;
size = 10;
}
else
{
tile = 54;
colour = 12;
animate = 100;
w = 60;
h = 16;
size = 10;
}
break;
//Final level
case rn(50-100, 53-100): //The Yes Men
tile = 40;
colour = 9;
animate = 1;
w = 20;
h = 20;
break;
case rn(48-100, 51-100): //Wavelengths
tile = 32;
colour = 7;
animate = 1;
w = 32;
break;
case rn(43-100,52-100): // Ascending and Descending
tile = 48;
colour = 9;
animate = 5;
w = 16;
h = 16;
break;
case rn(46-100,51-100): //kids his age
tile = 88;
colour = 11;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100,51-100): // Mind the gap
tile = 168;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(44-100,51-100): // vertigo?
tile = 172;
colour = 7;
animate = 100;
w = 32;
h = 32;
break;
case rn(44-100,52-100): // (backsliders)
tile = 164;
colour = 7;
animate = 1;
w = 16;
h = 16;
break;
case rn(43-100, 56-100): //Intermission 1
tile = 88;
colour = 21;
animate = 1;
w = 16;
h = 16;
break;
case rn(45-100, 56-100): //Intermission 1
tile = 88;
colour = 21;
animate = 1;
w = 16;
h = 16;
break;
//The elephant
case rn(11, 9):
case rn(12, 9):
case rn(11, 8):
case rn(12, 8):
tile = 0;
colour = 102;
animate = 0;
w = 464;
h = 320;
size = 11;
harmful = false;
break;
}
}
void entclass::settreadmillcolour( int rx, int ry )
{
rx -= 100;
ry -= 100;
rx += 50 - 12;
ry += 50 - 14; //Space Station
tile = 20; //default as blue
switch(rn(rx, ry))
{
case rn(52, 48):
tile = 791;
break; //Cyan
case rn(49, 47):
tile = 24;
break; //Yellow
case rn(56, 44):
tile = 24;
break; //Yellow
case rn(54, 49):
tile = 24;
break; //Yellow
case rn(49, 49):
tile = 36;
break; //Green
case rn(55, 44):
tile = 36;
break; //Green
case rn(54, 43):
tile = 36;
break; //Green
case rn(53, 49):
tile = 36;
break; //Green
case rn(54, 45):
tile = 711;
break; //Green (special)
case rn(51, 48):
tile = 711;
break; //Green (special)
case rn(50, 49):
tile = 28;
break; //Purple
case rn(54, 44):
tile = 28;
break; //Purple
case rn(49, 42):
tile = 28;
break; //Purple
case rn(55, 43):
tile = 28;
break; //Purple
case rn(54, 47):
tile = 28;
break; //Purple
case rn(53, 48):
tile = 28;
break; //Purple
case rn(51, 47):
tile = 32;
break; //Red
case rn(52, 49):
tile = 32;
break; //Red
case rn(48, 43):
tile = 32;
break; //Red
case rn(55, 47):
tile = 32;
break; //Red
case rn(54, 48):
tile = 32;
break; //Red
default:
return;
break;
}
}
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
2020-05-01 02:34:37 +02:00
void entclass::updatecolour(void)
Fix, for in-GAMEMODE sprites, their colors updating too fast Okay, so the problem here is that Graphics::setcol() is called right before a sprite is drawn in a render function, but render functions are done in deltatime, meaning that the color of a sprite keeps being recalculated every time. This only affects sprites that use fRandom() (the other thing that can dynamically determine a color is help.glow, but that's only updated in the fixed-timestep loop), but is especially noticeable for sprites that flash wildly, like the teleporter, trinket, and elephant. To fix this, we need to make the color be recalculated only in the fixed-timestep loop. However, this means that we MUST store the color of the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the color calculation will just be lost or something. So each entity now has a new attribute, `realcol`, which is the actual raw color used to render the sprite in render functions. This is not to be confused with their `colour` attribute, which is more akin to a color "ID" of sorts, but which isn't an actual color. At the end of gamelogic(), as well as when an entity is first created, the `colour` is given to Graphics::setcol() and then `realcol` gets set to the actual color. Then when it comes time to render the entity, `realcol` gets used instead. Gravitron squares are a somewhat tricky case where there's technically TWO colors for it - one is the actual sprite itself and the other is the indicator. However, usually the indicator and the square aren't both onscreen at the same time, so we can simply switch the realcol between the two as needed. However, we can't use this system for the sprite colors used on the title and map screen, so we'll have to do something else for those.
2020-05-01 02:34:37 +02:00
{
switch (size)
{
case 0: // Sprites
case 7: // Teleporter
case 9: // Really Big Sprite! (2x2)
case 10: // 2x1 Sprite
case 13: // Special for epilogue: huge hero!
graphics.setcol(colour);
realcol = graphics.ct.colour;
break;
case 3: // Big chunky pixels!
realcol = graphics.bigchunkygetcol(colour);
break;
case 4: // Small pickups
graphics.huetilesetcol(colour);
realcol = graphics.ct.colour;
break;
case 11: // The fucking elephant
if (game.noflashingmode)
{
graphics.setcol(22);
}
else
{
graphics.setcol(colour);
}
realcol = graphics.ct.colour;
break;
case 12: // Regular sprites that don't wrap
// if we're outside the screen, we need to draw indicators
if ((xp < -20 && vx > 0) || (xp > 340 && vx < 0))
{
graphics.setcol(23);
}
else
{
graphics.setcol(colour);
}
realcol = graphics.ct.colour;
break;
default:
break;
}
}
bool entclass::ishumanoid(void)
{
return type == 0
|| type == 12
|| type == 14
|| type == 55;
}