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Only process tapleft/tapright if has_control

This fixes a regression where the game ignored the amount of frames you
held down a direction if you released the direction during death.

Previously, the game only checked the amount of frames you held down a
direction if you were able to control the player. If you weren't able to
control the player (e.g. during the death animation), then the number of
frames it counted didn't change. This also meant that if you were
holding a direction before you died, but released it during death, the
game wouldn't zero out the number of frames you held it.

This behavior was useful because it meant you could keep the
deceleration momentum that you normally get by holding a direction for 5
frames just by holding a direction for less than 5 frames after dying,
if you had the rest of the hold frames before you died. This behavior is
what's used in https://tasvideos.org/7575S at around frame 7200.

Unfortunately, #609 made it so that the direction hold processing
happened even if the player didn't have control, meaning that it would
zero the hold frames during the death animation in the TAS, thus
desyncing it when it performed the maneuver it relied on the extra
momentum for after Viridian respawns.

The solution here is to just add the check back in again.

Fixes #887.
This commit is contained in:
Misa 2022-08-05 07:38:35 -07:00
parent c3750e3b34
commit 67d350de05

View file

@ -2240,51 +2240,51 @@ void gameinput(void)
}
}
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
}
}
game.tapright = 0;
}
if (has_control)
{
if (game.press_left)
{
game.tapleft++;
}
else
{
if (game.tapleft <= 4 && game.tapleft > 0)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].vx < 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
}
}
game.tapleft = 0;
}
if (game.press_right)
{
game.tapright++;
}
else
{
if (game.tapright <= 4 && game.tapright > 0)
{
for (size_t ie = 0; ie < obj.entities.size(); ++ie)
{
if (obj.entities[ie].rule == 0)
{
if (obj.entities[ie].vx > 0.0f)
{
obj.entities[ie].vx = 0.0f;
}
}
}
}
game.tapright = 0;
}
if (!game.press_action)
{
game.jumppressed = 0;