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Actually move checks out of loop

How did this ever work?
This commit is contained in:
leo60228 2020-09-23 05:29:02 -04:00 committed by Misa Elizabeth Kai
parent cd4ce05cb3
commit 1e8b5a6ba7

View file

@ -2180,95 +2180,95 @@ void gameinput(void)
}
}
}
}
if (game.press_left)
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].rule == 0)
if (obj.entities[ie].vx < 0.0f)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
obj.entities[ie].vx = 0.0f;
}
}
}
game.tapleft = 0;
}
if (game.press_right)
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].rule == 0)
if (obj.entities[ie].vx > 0.0f)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
obj.entities[ie].vx = 0.0f;
}
}
}
game.tapright = 0;
}
game.tapright = 0;
}
if (!game.press_action)
if (!game.press_action)
{
game.jumppressed = 0;
game.jumpheld = false;
}
if (game.press_action && !game.jumpheld)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[obj.getplayer()].onground>0 && game.gravitycontrol == 0)
{
game.gravitycontrol = 1;
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
}
}
music.playef(0);
game.jumppressed = 0;
game.jumpheld = false;
game.totalflips++;
}
if (game.press_action && !game.jumpheld)
if (obj.entities[obj.getplayer()].onroof>0 && game.gravitycontrol == 1)
{
game.jumppressed = 5;
game.jumpheld = true;
}
if (game.jumppressed > 0)
{
game.jumppressed--;
if (obj.entities[obj.getplayer()].onground>0 && game.gravitycontrol == 0)
game.gravitycontrol = 0;
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
game.gravitycontrol = 1;
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].rule == 0)
{
obj.entities[ie].vy = -4;
obj.entities[ie].ay = -3;
}
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
}
music.playef(0);
game.jumppressed = 0;
game.totalflips++;
}
if (obj.entities[obj.getplayer()].onroof>0 && game.gravitycontrol == 1)
{
game.gravitycontrol = 0;
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
obj.entities[ie].vy = 4;
obj.entities[ie].ay = 3;
}
}
music.playef(1);
game.jumppressed = 0;
game.totalflips++;
}
music.playef(1);
game.jumppressed = 0;
game.totalflips++;
}
}