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Fix the flipgravity() internal command (#78)
There are two main problems with flipgravity(): 1. It doesn't work for an already-flipped crewmate. 2. It doesn't work on the player. This commit addresses both of those issues.
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6a0ee21082
commit
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1 changed files with 37 additions and 26 deletions
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@ -927,9 +927,11 @@ void scriptclass::run( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map,
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//not something I'll use a lot, I think. Doesn't need to be very robust!
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//not something I'll use a lot, I think. Doesn't need to be very robust!
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if (words[1] == "player")
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if (words[1] == "player")
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{
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{
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i=obj.getplayer();
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game.gravitycontrol = !game.gravitycontrol;
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}
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}
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else if (words[1] == "cyan")
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else
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{
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if (words[1] == "cyan")
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{
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{
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i=obj.getcrewman(0);
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i=obj.getcrewman(0);
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}
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}
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@ -954,9 +956,18 @@ void scriptclass::run( KeyPoll& key, Graphics& dwgfx, Game& game, mapclass& map,
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i=obj.getcrewman(1);
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i=obj.getcrewman(1);
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}
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}
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obj.entities[i].rule =7;
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if (obj.entities[i].rule == 6)
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{
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obj.entities[i].rule = 7;
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obj.entities[i].tile = 6;
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obj.entities[i].tile = 6;
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}
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}
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else if (obj.entities[i].rule == 7)
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{
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obj.entities[i].rule = 6;
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obj.entities[i].tile = 0;
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}
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}
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}
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else if (words[0] == "changegravity")
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else if (words[0] == "changegravity")
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{
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{
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//not something I'll use a lot, I think. Doesn't need to be very robust!
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//not something I'll use a lot, I think. Doesn't need to be very robust!
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