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Fix rescuable crewmates not warping
The game excluded every entity whose `type` was 50 or higher. The `type` of rescuable crewmates is 55. Could some levels be broken by this behavior? Unlikely; without warping, the crewmates would end up falling out of the room and would become unrescuable. So this is more likely to fix than to break. But more importantly, *no one knows that rescuable crewmates don't warp*. If anyone would know, it would be me, because I've been in the custom levels community for over 7 years - and yet, during that time, I have not seen anyone run into this corner case. If they did, I would remember! This implies that people simply have never thought about putting rescuable crewmates in places where they would warp - or they have, ran into this issue, and worked around it. With those two reasons, I'm comfortable fixing this inconsistency.
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1 changed files with 6 additions and 3 deletions
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@ -961,7 +961,8 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if (obj.entities[i].type >= 50 /* Don't warp warp lines */
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if ((obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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|| obj.entities[i].size >= 12) /* Don't warp gravitron squares */
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{
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continue;
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@ -1018,7 +1019,8 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if (obj.entities[i].type >= 50) /* Don't warp warp lines */
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if (obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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{
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continue;
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}
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@ -1049,7 +1051,8 @@ void gamelogic(void)
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size_t i;
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for (i = 0; i < obj.entities.size(); ++i)
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{
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if (obj.entities[i].type >= 50 /* Don't warp warp lines */
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if ((obj.entities[i].type >= 51
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&& obj.entities[i].type <= 54) /* Don't warp warp lines */
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|| obj.entities[i].rule == 0) /* Don't warp the player */
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{
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continue;
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