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Disable two-frame delay fix in glitchrunner mode
The two-frame delay can be utilized to trigger a glitch that spawns entities in the wrong room.
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1 changed files with 2 additions and 1 deletions
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@ -1988,7 +1988,8 @@ void mapclass::twoframedelayfix()
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// and when the script gets loaded script.run() has already ran for that frame, too.
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// and when the script gets loaded script.run() has already ran for that frame, too.
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// A bit kludge-y, but it's the least we can do without changing the frame ordering.
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// A bit kludge-y, but it's the least we can do without changing the frame ordering.
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if (game.deathseq != -1
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if (game.glitchrunnermode
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|| game.deathseq != -1
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// obj.checktrigger() sets obj.activetrigger
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// obj.checktrigger() sets obj.activetrigger
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|| obj.checktrigger() <= -1
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|| obj.checktrigger() <= -1
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|| obj.activetrigger < 300)
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|| obj.activetrigger < 300)
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