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Remove remnants of screen recording stuff

Most of the code was already commented out, and those comments were
removed in earlier commits, but this removes all recording variables
from Game and simplifies the game-gamestate handling in main.cpp a
little bit.
This commit is contained in:
Misa 2020-04-02 19:26:16 -07:00 committed by Ethan Lee
parent fd21fbb341
commit 134510d26a
3 changed files with 20 additions and 59 deletions

View file

@ -148,11 +148,6 @@ void Game::init(void)
press_left = 0;
recording = 0;
recordinit = false;
playbackfinished = false;
recordstring = "";
advancetext = false;
pausescript = false;
completestop = false;

View file

@ -284,22 +284,6 @@ public:
int stretchMode;
int controllerSensitivity;
//Screenrecording stuff, for beta/trailer
int recording;
std::string recordstring;
bool combomode;
int combolen;
std::string comboaction;
std::string currentaction;
bool recordinit;
std::vector<int> playback;
int playbackpos;
int playbacksize;
int playmove;
int playcombo;
bool playbackfinished;
bool menukludge;
bool quickrestartkludge;

View file

@ -348,8 +348,27 @@ int main(int argc, char *argv[])
else
{
if (game.recording == 1)
if (script.running)
{
script.run();
}
gameinput();
gamerender();
gamelogic();
break;
case MAPMODE:
maprender();
mapinput();
maplogic();
break;
case TELEPORTERMODE:
teleporterrender();
if(game.useteleporter)
{
teleporterinput();
}
else
{
@ -357,44 +376,7 @@ int main(int argc, char *argv[])
{
script.run();
}
gameinput();
gamerender();
gamelogic();
}
break;
case MAPMODE:
maprender();
if (game.recording == 1)
{
}
else
{
mapinput();
}
maplogic();
break;
case TELEPORTERMODE:
teleporterrender();
if (game.recording == 1)
{
}
else
{
if(game.useteleporter)
{
teleporterinput();
}
else
{
if (script.running)
{
script.run();
}
gameinput();
}
}
maplogic();
break;