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Allow calling flipgravity() on duplicate player entities
This is a followup tob7cf6855b0
and10ed0058fd
. In 2.2, if you had a duplicate player entity, there'd be no way to get rid of it. Except for the recently-discovered Arbitrary Entity Manipulation glitch, where you set `i` to the indice of the entity and call flipgravity() on it, turning its rule to 7 and making it no longer a player entity. However, I patched this useful mechanic out when I made it so that you'd no longer be able to convert entities with rule 0 to rule 6 (10ed0058fd
, upheld inb7cf6855b0
), because doing so would mean being able to softlock the game by not having any player entity. So, in this patch, I'm making it so that you CAN convert duplicate player entities to crewmates (and thus basically destroy them), but you can't do that to the TRUE player entity (i.e. the first entity indice that has rule 0, which is basically always indice 0).
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1 changed files with 1 additions and 1 deletions
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@ -1006,7 +1006,7 @@ void scriptclass::run()
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obj.entities[i].rule = 7;
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obj.entities[i].tile = 6;
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}
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else if (obj.entities[i].rule != 0) // Don't destroy player entity (rule 0)
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else if (obj.getplayer() != i) // Don't destroy player entity
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{
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obj.entities[i].rule = 6;
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obj.entities[i].tile = 0;
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