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synced 2024-12-23 10:09:43 +01:00
Move general oldxp/oldyp updating to just before gameinput()
This has to be done in order to fix rendering when on a conveyor or moving platform and actively moving with or against it. Pretty sure this shouldn't break anything, oldxp/oldyp is mostly visual after all (and by the time it's used for gravity line collision checking, updateentitylogic() would've already gotten around to it anyway). Incidentally, this also fixes a jitter that would occur if you were moving at the time you died or collected a trinket or custom crewmate, due to the game temporarily freezing and either doing deathsequence or completestop.
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3b41721563
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40cedc8c94
2 changed files with 7 additions and 3 deletions
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@ -4343,9 +4343,6 @@ void entityclass::updateentitylogic( int t )
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return;
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return;
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}
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}
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entities[t].oldxp = entities[t].xp;
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entities[t].oldyp = entities[t].yp;
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entities[t].vx = entities[t].vx + entities[t].ax;
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entities[t].vx = entities[t].vx + entities[t].ax;
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entities[t].vy = entities[t].vy + entities[t].ay;
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entities[t].vy = entities[t].vy + entities[t].ay;
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entities[t].ax = 0;
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entities[t].ax = 0;
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@ -417,6 +417,13 @@ int main(int argc, char *argv[])
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script.run();
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script.run();
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}
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}
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//Update old positions of entities - has to be done BEFORE gameinput!
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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obj.entities[i].oldxp = obj.entities[i].xp;
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obj.entities[i].oldyp = obj.entities[i].yp;
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}
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gameinput();
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gameinput();
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gamelogic();
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gamelogic();
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