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Clean up style of room wrap for-loops
They no longer mix code and declarations and now use a pre-increment.
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53b3811a4d
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1 changed files with 6 additions and 3 deletions
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@ -958,7 +958,8 @@ void gamelogic(void)
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//Finally: Are we changing room?
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//Finally: Are we changing room?
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if (map.warpx && !map.towermode)
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if (map.warpx && !map.towermode)
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{
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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{
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if(obj.entities[i].type<50 //Don't warp warp lines
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if(obj.entities[i].type<50 //Don't warp warp lines
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&& obj.entities[i].size < 12) //Don't wrap SWN enemies
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&& obj.entities[i].size < 12) //Don't wrap SWN enemies
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@ -1012,7 +1013,8 @@ void gamelogic(void)
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if (map.warpy && !map.towermode)
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if (map.warpy && !map.towermode)
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{
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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{
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if(obj.entities[i].type<50){ //Don't warp warp lines
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if(obj.entities[i].type<50){ //Don't warp warp lines
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if (obj.entities[i].yp <= -12)
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if (obj.entities[i].yp <= -12)
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@ -1039,7 +1041,8 @@ void gamelogic(void)
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if (map.warpy && !map.warpx && !map.towermode)
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if (map.warpy && !map.warpx && !map.towermode)
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{
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{
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for (size_t i = 0; i < obj.entities.size(); i++)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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{
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if(obj.entities[i].type<50 //Don't warp warp lines
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if(obj.entities[i].type<50 //Don't warp warp lines
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