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Remove outdated comments from Logic.cpp
Earlier design decisions that have been commented out and are now obselete.
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1 changed files with 0 additions and 19 deletions
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@ -13,8 +13,6 @@ void titlelogic()
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map.bypos -= 2;
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map.bypos -= 2;
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map.bscroll = -2;
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map.bscroll = -2;
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//if (map.ypos <= 0) { map.ypos = 0; map.bypos = 0; map.bscroll = 0; }
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//if (map.ypos >= 5368) { map.ypos = 5368; map.bypos = map.ypos / 2; } //700-29 * 8 = 5368
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if (game.menucountdown > 0)
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if (game.menucountdown > 0)
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{
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{
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@ -95,15 +93,6 @@ void gamecompletelogic2()
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if (game.creditposy > 30) game.creditposy = 30;
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if (game.creditposy > 30) game.creditposy = 30;
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}
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}
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}
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}
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/*
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game.creditposition--;
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if (game.creditposition <= -1650) {
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game.creditposition = -1650;
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map.bscroll = 0;
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}else {
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map.bypos += 1; map.bscroll = +1;
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}
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*/
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if (graphics.fademode == 1)
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if (graphics.fademode == 1)
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{
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{
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@ -361,15 +350,9 @@ void towerlogic()
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{
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{
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for (int i = obj.nentity - 1; i >= 0; i--)
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for (int i = obj.nentity - 1; i >= 0; i--)
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{
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{
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//Remove old platform
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//if (obj.entities[i].isplatform) obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
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obj.updateentities(i); // Behavioral logic
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obj.updateentities(i); // Behavioral logic
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obj.updateentitylogic(i); // Basic Physics
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obj.updateentitylogic(i); // Basic Physics
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obj.entitymapcollision(i); // Collisions with walls
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obj.entitymapcollision(i); // Collisions with walls
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//Create new platform
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//if (obj.entities[i].isplatform) obj.movingplatformfix(i);
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}
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}
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obj.entitycollisioncheck(); // Check ent v ent collisions, update states
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obj.entitycollisioncheck(); // Check ent v ent collisions, update states
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@ -611,7 +594,6 @@ void gamelogic()
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}
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}
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else if (map.finalstretch && obj.entities[i].type == 2)
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else if (map.finalstretch && obj.entities[i].type == 2)
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{
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{
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//TODO: }else if (map.finallevel && map.finalstretch && obj.entities[i].type == 2) {
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//for the final level. probably something 99% of players won't see.
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//for the final level. probably something 99% of players won't see.
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while (obj.entities[i].state == 2) obj.updateentities(i);
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while (obj.entities[i].state == 2) obj.updateentities(i);
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obj.entities[i].state = 4;
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obj.entities[i].state = 4;
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@ -1448,7 +1430,6 @@ void gamelogic()
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break;
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break;
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case 11:
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case 11:
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//Intermission 1: We're using the SuperCrewMate instead!
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//Intermission 1: We're using the SuperCrewMate instead!
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//obj.createentity(obj.entities[i].xp, obj.entities[i].yp, 24, graphics.crewcolour(game.lastsaved));
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if(game.roomx-41==game.scmprogress)
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if(game.roomx-41==game.scmprogress)
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{
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{
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switch(game.scmprogress)
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switch(game.scmprogress)
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