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https://github.com/TerryCavanagh/VVVVVV.git
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Add set_enemy_colour
There's a few cases in `setenemyroom` which are only meant to override the enemy colour set in the type, so let's move that to it's own function instead. While we're at it, we should move the custom level enemy color logic there as well, because it's in an awkward place. This will also help with things like custom enemy types in the future, or using things like the emitters in custom levels, because this will correct those colors in custom levels.
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3 changed files with 149 additions and 77 deletions
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@ -181,21 +181,6 @@ void entclass::setenemyroom( int rx, int ry )
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obj.set_enemy_type(this, "circle");
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obj.set_enemy_type(this, "circle");
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break;
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break;
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//Space Station 2
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//Space Station 2
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case rn(14, 11):
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colour = 17;
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break; //Lies
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case rn(16, 11):
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colour = 8;
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break; //Lies
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case rn(13, 10):
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colour = 11;
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break; //Factory
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case rn(13, 9):
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colour = 9;
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break; //Factory
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case rn(13, 8):
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colour = 8;
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break; //Factory
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case rn(13,7): // MAVVERRRICK
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case rn(13,7): // MAVVERRRICK
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obj.set_enemy_type(this, "bus");
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obj.set_enemy_type(this, "bus");
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break;
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break;
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@ -248,7 +248,6 @@ void entityclass::set_enemy_type(entclass* entity, const char* type)
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{
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{
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EnemyType* enemyType = &enemy_types[type];
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EnemyType* enemyType = &enemy_types[type];
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entity->tile = enemyType->tile;
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entity->tile = enemyType->tile;
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entity->colour = enemyType->colour;
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entity->animate = enemyType->animate;
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entity->animate = enemyType->animate;
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entity->w = enemyType->width;
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entity->w = enemyType->width;
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entity->h = enemyType->height;
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entity->h = enemyType->height;
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@ -261,6 +260,11 @@ void entityclass::set_enemy_type(entclass* entity, const char* type)
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entity->lerpoldyp += enemyType->y_offset;
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entity->lerpoldyp += enemyType->y_offset;
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entity->size = enemyType->size;
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entity->size = enemyType->size;
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if (enemyType->colour != -1)
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{
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entity->colour = enemyType->colour;
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}
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if (enemyType->override_behave)
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if (enemyType->override_behave)
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{
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{
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entity->behave = enemyType->behave;
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entity->behave = enemyType->behave;
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@ -322,6 +326,144 @@ const char* entityclass::legacy_id_to_entity(const int id)
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}
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}
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}
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}
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void entityclass::set_enemy_colour(entclass* entity)
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{
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if (entity == NULL)
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{
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return;
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}
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// For custom levels, color should be based on the room
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if (customplatformtile > 0) {
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// Special case for gray Warp Zone tileset!
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const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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if (room->tileset == 3 && room->tilecol == 6)
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{
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entity->colour = 18;
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return;
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}
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int entcol = (customplatformtile / 12);
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switch (entcol) {
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// RED
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case 3:
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case 7:
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case 12:
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case 23:
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case 28:
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case 34:
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case 42:
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case 48:
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case 58:
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entity->colour = 6;
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break;
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//GREEN
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case 5:
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case 9:
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case 22:
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case 25:
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case 29:
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case 31:
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case 38:
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case 46:
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case 52:
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case 53:
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entity->colour = 7;
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break;
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// BLUE
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case 1:
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case 6:
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case 14:
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case 27:
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case 33:
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case 44:
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case 50:
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case 57:
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entity->colour = 12;
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break;
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// YELLOW
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case 4:
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case 17:
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case 24:
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case 30:
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case 37:
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case 45:
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case 51:
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case 55:
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entity->colour = 9;
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break;
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// PURPLE
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case 2:
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case 11:
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case 15:
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case 19:
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case 32:
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case 36:
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case 49:
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entity->colour = 20;
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break;
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// CYAN
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case 8:
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case 10:
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case 13:
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case 18:
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case 26:
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case 35:
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case 41:
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case 47:
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case 54:
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entity->colour = 11;
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break;
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// PINK
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case 16:
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case 20:
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case 39:
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case 43:
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case 56:
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entity->colour = 8;
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break;
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// ORANGE
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case 21:
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case 40:
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entity->colour = 17;
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break;
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default:
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entity->colour = 6;
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break;
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}
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}
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else
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{
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/* Okay, so we're not in a custom level.
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* Most colors are stored in the enemy type themselves,
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* because each enemy is pretty much only in a single room.
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* There's some special cases, though, like LIES and factory clouds,
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* so let's correct their colors to match the rooms.
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*/
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switch (rn(game.roomx - 100, game.roomy - 100))
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{
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// First, adjust the color of the LIES enemies
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case rn(14, 11):
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entity->colour = 17;
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break;
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case rn(16, 11):
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entity->colour = 8;
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break;
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// Then, the factory enemies
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case rn(13, 10):
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entity->colour = 11;
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break;
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case rn(13, 9):
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entity->colour = 9;
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break;
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case rn(13, 8):
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entity->colour = 8;
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break;
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}
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}
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}
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void entityclass::resetallflags(void)
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void entityclass::resetallflags(void)
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{
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{
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SDL_memset(flags, false, sizeof(flags));
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SDL_memset(flags, false, sizeof(flags));
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@ -1498,18 +1640,6 @@ entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2,
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//Rule 4 is a horizontal line, 5 is vertical
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//Rule 4 is a horizontal line, 5 is vertical
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//Rule 6 is a crew member
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//Rule 6 is a crew member
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bool custom_gray;
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// Special case for gray Warp Zone tileset!
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if (map.custommode)
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{
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const RoomProperty* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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custom_gray = room->tileset == 3 && room->tilecol == 6;
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}
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else
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{
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custom_gray = false;
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}
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entclass& entity = *entptr;
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entclass& entity = *entptr;
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entity.xp = xp;
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entity.xp = xp;
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entity.yp = yp;
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entity.yp = yp;
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@ -1559,12 +1689,12 @@ entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2,
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if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
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if (game.roomy == 111 && (game.roomx >= 113 && game.roomx <= 117))
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{
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{
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entity.setenemy(0);
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entity.setenemy(0);
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entity.setenemyroom(game.roomx, game.roomy); //For colour
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set_enemy_colour(&entity);
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}
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}
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else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
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else if (game.roomx == 113 && (game.roomy <= 110 && game.roomy >= 108))
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{
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{
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entity.setenemy(1);
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entity.setenemy(1);
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entity.setenemyroom(game.roomx, game.roomy); //For colour
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set_enemy_colour(&entity);
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}
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}
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else
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else
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{
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{
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@ -2299,51 +2429,7 @@ entclass* entityclass::createentity(int xp, int yp, int t, int meta1, int meta2,
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const char* type = legacy_id_to_entity(customenemy);
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const char* type = legacy_id_to_entity(customenemy);
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set_enemy_type(&entity, type);
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set_enemy_type(&entity, type);
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set_enemy_colour(&entity);
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//Set colour based on room tile
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//Set custom colours
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if (customplatformtile > 0) {
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int entcol = (customplatformtile / 12);
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switch (entcol) {
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//RED
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case 3: case 7: case 12: case 23: case 28:
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case 34: case 42: case 48: case 58:
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entity.colour = 6; break;
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//GREEN
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case 5: case 9: case 22: case 25: case 29:
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case 31: case 38: case 46: case 52: case 53:
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entity.colour = 7; break;
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//BLUE
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case 1: case 6: case 14: case 27: case 33:
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case 44: case 50: case 57:
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entity.colour = 12; break;
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//YELLOW
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case 4: case 17: case 24: case 30: case 37:
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case 45: case 51: case 55:
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entity.colour = 9; break;
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//PURPLE
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case 2: case 11: case 15: case 19: case 32:
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case 36: case 49:
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entity.colour = 20; break;
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//CYAN
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case 8: case 10: case 13: case 18: case 26:
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case 35: case 41: case 47: case 54:
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entity.colour = 11; break;
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//PINK
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case 16: case 20: case 39: case 43: case 56:
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entity.colour = 8; break;
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//ORANGE
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case 21: case 40:
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entity.colour = 17; break;
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default:
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entity.colour = 6;
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break;
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}
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}
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if (custom_gray) {
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entity.colour = 18;
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}
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break;
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break;
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}
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}
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case 100: // Invalid enemy, but gets treated as a teleporter
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case 100: // Invalid enemy, but gets treated as a teleporter
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@ -2583,7 +2669,7 @@ bool entityclass::updateentities( int i )
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{
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{
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entclass* entity = createentity(entities[i].xp+28, entities[i].yp, 1, 10, -1);
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entclass* entity = createentity(entities[i].xp+28, entities[i].yp, 1, 10, -1);
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set_enemy_type(entity, "lies");
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set_enemy_type(entity, "lies");
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entity->setenemyroom(game.roomx, game.roomy); // For the color
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set_enemy_colour(entity);
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entities[i].state = 1;
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entities[i].state = 1;
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entities[i].statedelay = 12;
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entities[i].statedelay = 12;
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}
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}
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@ -2620,7 +2706,7 @@ bool entityclass::updateentities( int i )
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{
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{
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entclass* entity = createentity(entities[i].xp, entities[i].yp, 1, 12, -1);
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entclass* entity = createentity(entities[i].xp, entities[i].yp, 1, 12, -1);
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set_enemy_type(entity, "factory_clouds");
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set_enemy_type(entity, "factory_clouds");
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entity->setenemyroom(game.roomx, game.roomy); // For the color
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set_enemy_colour(entity);
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entities[i].state = 1;
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entities[i].state = 1;
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entities[i].statedelay = 16;
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entities[i].statedelay = 16;
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}
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}
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@ -69,6 +69,7 @@ public:
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void add_default_types(void);
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void add_default_types(void);
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const char* legacy_id_to_entity(int id);
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const char* legacy_id_to_entity(int id);
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void set_enemy_type(entclass* entity, const char* type);
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void set_enemy_type(entclass* entity, const char* type);
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void set_enemy_colour(entclass* entity);
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void resetallflags(void);
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void resetallflags(void);
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