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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-30 08:28:29 +02:00

Remove outdated comments from Logic.cpp

Earlier design decisions that have been commented out and are now
obselete.
This commit is contained in:
Misa 2020-04-02 17:52:42 -07:00 committed by Ethan Lee
parent 9817e19150
commit 07573ad738

View File

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