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Remove duplicate onroof/onground assignment for vertical moving plats
The onroof/onground attributes are used to determine if the player is standing on a surface and is eligible to flip. Most notably, it is an integer and not a boolean, and it starts at 2, giving the player 2 frames to edge-flip, i.e. they can still flip 2 frames after walking off an edge. However, these attributes are unnecessarily reassigned in movingplatformfix() (which is the function that deals exclusively with vertically-moving platforms; horizontal moving platforms get their own hormovingplatformfix()). Whoever wrote this misunderstood what onroof/onground meant; they thought that they were booleans, and so set them to true, instead of the proper value of 2. This ends up setting onroof/onground to 1 instead of 2, causing a discrepancy with vertical moving platforms and the rest of the surfaces in the game. The bigger mistake here is duplicating code that never needed to be duplicated. The onroof/onground assignment in gamelogic() works perfectly fine for vertical moving platforms. Indeed, after testing it with libTAS, I can confirm that removing the duplicate assignments restores being able to edge-flip off of moving platforms with 2 frames of leeway, instead of only 1 frame. It also doesn't change how long it takes for the onroof/onground to get set when the player is recognized as standing on a vertically-moving platform, either. And so, it's better to not duplicate this code, because when you duplicate it you run the risk of making a mistake, as I just demonstrated.
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@ -4473,13 +4473,11 @@ void entityclass::movingplatformfix( int t, int j )
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{
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entities[j].yp = entities[t].yp + entities[t].h;
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entities[j].vy = 0;
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entities[j].onroof = true;
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}
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else
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{
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entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
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entities[j].vy = 0;
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entities[j].onground = true;
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}
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}
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else
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