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Fix 'Prize for the Reckless' spikes when switching game modes
The spikes are removed if the game is in no death or time trial mode, however the removal is accomplished by modifying a static array. So if the player switches to no death or time trial mode and switches back to regular play, the spikes will no longer be present until the game is restarted. This simple fix writes the spikes back to the static array if the game is not in no death or time trial mode. Another option is to maintain 2 static arrays - one with the spikes and one without - but that is needlessly wasteful and prone to mistakes (one array updated but not the other).
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1 changed files with 5 additions and 6 deletions
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@ -2535,13 +2535,12 @@ const int* spacestation2class::loadlevel(int rx, int ry)
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492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,
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492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,492,
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};
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if(game.nodeathmode || game.intimetrial)
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//Remove spikes in modes where the player shouldn't kill themselves
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int spikevalue = (game.nodeathmode || game.intimetrial) ? 0 : 9;
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for (int i = 23; i < 23+14; i++)
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{
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for (int i = 23; i < 23+14; i++)
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{
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//Remove spikes
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contents[i + 8*40] = 0;
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}
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contents[i + 8*40] = spikevalue;
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}
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obj.platformtile = 747;
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