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Move Secret Lab nocompetitive check to Super Gravitron

It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
This commit is contained in:
Misa 2021-05-03 18:57:13 -07:00 committed by Ethan Lee
parent b3c2f56c79
commit 4e0484553d
2 changed files with 17 additions and 9 deletions

View file

@ -791,6 +791,13 @@ void Game::updatestate(void)
break;
case 9:
if (!map.custommode && nocompetitive())
{
returntolab();
state = 0;
break;
}
//Start SWN Minigame Mode B
obj.removetrigger(9);
@ -6251,7 +6258,7 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
//ok, secret lab! no notification, but test:
if (unlock[8])
{
option("secret lab", !nocompetitive());
option("secret lab");
}
option("play modes");
if (save_exists())
@ -6808,7 +6815,13 @@ int Game::get_timestep(void)
bool Game::incompetitive(void)
{
return insecretlab || intimetrial || nodeathmode;
return (
!map.custommode
&& swnmode
&& (swngame == 1 || swngame == 6 || swngame == 7)
)
|| intimetrial
|| nodeathmode;
}
bool Game::nocompetitive(void)

View file

@ -1252,13 +1252,8 @@ static void menuactionpress(void)
}
else if (game.currentmenuoption == 1 && game.unlock[8])
{
if(!game.nocompetitive()){
music.playef(11);
startmode(11);
}else{
//Can't do yet! play sad sound
music.playef(2);
}
music.playef(11);
startmode(11);
}
else if (game.currentmenuoption == sloffset+2)
{