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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
Remove global 'temp' variable from titlerender.cpp
Just a miscellaneous code cleanup. There's no glitches that take advantage of the previous situation, namely that 'temp' was a global variable in Logic.cpp and editor.cpp. Even if there were, it seems like it would easily lead to some undefined behavior. So it's good to clean this up.
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d3cdd33605
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4 changed files with 17 additions and 24 deletions
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@ -2,7 +2,6 @@
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#include "Script.h"
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#include "Network.h"
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extern int temp;
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extern scriptclass script;
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void titlelogic()
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@ -678,7 +677,7 @@ void gamelogic()
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if (map.final_colorframe == 1)
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{
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map.final_colorframedelay = 40;
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temp = 1+int(fRandom() * 6);
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int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
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if (temp == 0) temp = 6;
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map.changefinalcol(temp);
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@ -686,7 +685,7 @@ void gamelogic()
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else if (map.final_colorframe == 2)
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{
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map.final_colorframedelay = 15;
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temp = 1+int(fRandom() * 6);
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int temp = 1+int(fRandom() * 6);
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if (temp == map.final_mapcol) temp = (temp + 1) % 6;
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if (temp == 0) temp = 6;
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map.changefinalcol(temp);
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@ -954,7 +954,7 @@ void editorclass::placetilelocal( int x, int y, int t )
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int editorclass::base( int x, int y )
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{
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//Return the base tile for the given tileset and colour
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temp=x+(y*maxwidth);
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int temp=x+(y*maxwidth);
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if(level[temp].tileset==0) //Space Station
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{
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if(level[temp].tilecol>=22)
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@ -992,7 +992,7 @@ int editorclass::base( int x, int y )
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int editorclass::backbase( int x, int y )
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{
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//Return the base tile for the background of the given tileset and colour
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temp=x+(y*maxwidth);
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int temp=x+(y*maxwidth);
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if(level[temp].tileset==0) //Space Station
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{
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//Pick depending on tilecol
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@ -2074,8 +2074,6 @@ void fillboxabs( int x, int y, int x2, int y2, int c )
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extern editorclass ed;
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extern int temp;
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extern scriptclass script;
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void editorclass::generatecustomminimap()
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@ -5079,7 +5077,7 @@ void editorinput()
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{
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for(int i=0; i<40; i++)
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{
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temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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if(ed.contents[temp]>=3 && ed.contents[temp]<80)
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{
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//Fix spikes
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@ -5103,7 +5101,7 @@ void editorinput()
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{
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for(int i=0; i<40; i++)
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{
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temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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if(ed.contents[temp]>=3 && ed.contents[temp]<80)
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{
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//Fix spikes
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@ -5127,7 +5125,7 @@ void editorinput()
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{
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for(int i=0; i<40; i++)
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{
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temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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if(ed.contents[temp]>=3 && ed.contents[temp]<80)
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{
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//Fix spikes
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@ -5151,7 +5149,7 @@ void editorinput()
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{
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for(int i=0; i<40; i++)
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{
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temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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if(ed.contents[temp]>=3 && ed.contents[temp]<80)
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{
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//Fix spikes
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@ -5175,7 +5173,7 @@ void editorinput()
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{
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for(int i=0; i<40; i++)
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{
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temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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int temp=i+(ed.levx*40) + ed.vmult[j+(ed.levy*30)];
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if(ed.contents[temp]>=3 && ed.contents[temp]<80)
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{
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//Fix spikes
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@ -12,8 +12,6 @@
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extern scriptclass script;
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int temp;
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int tr;
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int tg;
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int tb;
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@ -29,7 +27,7 @@ void titlerender()
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tg = 164 - (help.glow / 2) - int(fRandom() * 4);
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tb = 164 - (help.glow / 2) - int(fRandom() * 4);
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temp = 50;
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int temp = 50;
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graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
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@ -57,7 +55,7 @@ void titlerender()
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if (tb < 0) tb = 0;
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if(tb>255) tb=255;
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temp = 50;
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int temp = 50;
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if(game.currentmenuname=="mainmenu")
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{
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@ -1209,7 +1207,7 @@ void gamecompleterender()
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if (graphics.onscreen(220 + game.creditposition))
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{
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temp = 220 + game.creditposition;
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int temp = 220 + game.creditposition;
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graphics.drawsprite((160 - 96) + 0 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 1 * 32, temp, 23, tr, tg, tb);
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graphics.drawsprite((160 - 96) + 2 * 32, temp, 23, tr, tg, tb);
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@ -1753,7 +1751,7 @@ void maprender()
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//draw screen alliteration
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//Roomname:
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temp = map.area(game.roomx, game.roomy);
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int temp = map.area(game.roomx, game.roomy);
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if (temp < 2 && !map.custommode && graphics.fademode==0)
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{
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if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111)
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@ -2014,13 +2012,13 @@ void maprender()
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{
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if (map.showteleporters && map.explored[map.teleporters[i].x + (20 * map.teleporters[i].y)] > 0)
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{
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temp = 1126 + map.explored[map.teleporters[i].x + (20 * map.teleporters[i].y)];
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int temp = 1126 + map.explored[map.teleporters[i].x + (20 * map.teleporters[i].y)];
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if (graphics.flipmode) temp += 3;
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graphics.drawtile(40 + 3 + (map.teleporters[i].x * 12), 22 + (map.teleporters[i].y * 9), temp);
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}
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else if(map.showtargets && map.explored[map.teleporters[i].x+(20*map.teleporters[i].y)]==0)
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{
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temp = 1126 + map.explored[map.teleporters[i].x + (20 * map.teleporters[i].y)];
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int temp = 1126 + map.explored[map.teleporters[i].x + (20 * map.teleporters[i].y)];
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if (graphics.flipmode) temp += 3;
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graphics.drawtile(40 + 3 + (map.teleporters[i].x * 12), 22 + (map.teleporters[i].y * 9), temp);
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}
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@ -2032,7 +2030,7 @@ void maprender()
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{
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if (obj.collect[i] == 0)
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{
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temp = 1086;
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int temp = 1086;
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if (graphics.flipmode) temp += 3;
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graphics.drawtile(40 + 3 + (map.shinytrinkets[i].x * 12), 22 + (map.shinytrinkets[i].y * 9), temp);
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}
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@ -2757,7 +2755,7 @@ void teleporterrender()
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int tempy;
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//draw screen alliteration
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//Roomname:
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temp = map.area(game.roomx, game.roomy);
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int temp = map.area(game.roomx, game.roomy);
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if (temp < 2 && !map.custommode && graphics.fademode==0)
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{
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if (game.roomx >= 102 && game.roomx <= 104 && game.roomy >= 110 && game.roomy <= 111)
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@ -8,8 +8,6 @@
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#include "Map.h"
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#include "Script.h"
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extern int temp;
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void titlerender();
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void towerrender();
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