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Fix brace style and spacing in custom loadlevel()
I don't know who wrote this code originally, but it's extremely obvious that it was a different person than who wrote the rest of the code. Anyway, I fixed the spacing and braces so everything is smushed together less.
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ccb3d6e974
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1 changed files with 60 additions and 50 deletions
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@ -1628,7 +1628,9 @@ void mapclass::loadlevel(int rx, int ry)
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game.customcol = ed.getlevelcol(curlevel) + 1;
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obj.customplatformtile = game.customcol * 12;
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switch(room.tileset){
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switch (room.tileset)
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{
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case 0: // Space Station
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tileset = 0;
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background = 1;
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@ -1658,9 +1660,11 @@ void mapclass::loadlevel(int rx, int ry)
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// If screen warping, then override all that:
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bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
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if(redrawbg){
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if (redrawbg)
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{
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graphics.backgrounddrawn = false;
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}
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switch (room.warpdir)
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{
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case 1:
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@ -1674,7 +1678,8 @@ void mapclass::loadlevel(int rx, int ry)
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graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
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break;
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case 3:
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warpx=true; warpy=true;
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warpx = true;
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warpy = true;
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background = 5;
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graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
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break;
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@ -1692,15 +1697,18 @@ void mapclass::loadlevel(int rx, int ry)
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// Entities have to be created HERE, akwardly
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int tempcheckpoints = 0;
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int tempscriptbox = 0;
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for(size_t edi=0; edi<edentity.size(); edi++){
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for (size_t edi = 0; edi < edentity.size(); edi++)
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{
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// If entity is in this room, create it
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const edentities& ent = edentity[edi];
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const int tsx = ent.x / 40;
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const int tsy = ent.y / 30;
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if (tsx != rx-100 || tsy != ry-100)
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{
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continue;
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}
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const int ex = (ent.x % 40) * 8;
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const int ey = (ent.y % 30) * 8;
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@ -1727,19 +1735,20 @@ void mapclass::loadlevel(int rx, int ry)
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}
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}
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switch(ent.t){
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switch (ent.t)
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{
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case 1: // Enemies
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obj.customenemy = room.enemytype;
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obj.createentity(ex, ey, 56,
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ent.p1, 4, bx1, by1, bx2, by2);
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obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
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break;
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case 2: // Platforms and conveyors
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if(ent.p1<=4){
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obj.createentity(ex, ey, 2,
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ent.p1, room.platv, bx1, by1, bx2, by2);
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}else if(ent.p1 >= 5 && ent.p1 <= 8){ // Conveyor
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obj.createentity(ex, ey, 2,
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ent.p1 + 3, 4);
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if (ent.p1 <= 4)
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{
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obj.createentity(ex, ey, 2, ent.p1, room.platv, bx1, by1, bx2, by2);
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}
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else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
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{
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obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
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}
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break;
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case 3: // Disappearing platforms
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@ -1749,14 +1758,16 @@ void mapclass::loadlevel(int rx, int ry)
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obj.createentity(ex, ey, 9, ed.findtrinket(edi));
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break;
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case 10: // Checkpoints
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obj.createentity(ex, ey, 10,
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ent.p1, ((rx+(ry*100))*20)+tempcheckpoints);
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obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
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tempcheckpoints++;
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break;
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case 11: // Gravity Lines
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if(ent.p1==0){ //Horizontal
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if (ent.p1 == 0) //Horizontal
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{
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obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
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}else{ //Vertical
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}
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else //Vertical
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{
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obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
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}
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break;
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@ -1803,8 +1814,7 @@ void mapclass::loadlevel(int rx, int ry)
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{
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game.customscript[tempscriptbox] = ent.scriptname;
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}
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obj.createblock(TRIGGER, ex, ey,
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ent.p1*8, ent.p2*8, 300+tempscriptbox, "custom_" + ent.scriptname);
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obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
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tempscriptbox++;
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break;
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case 50: // Warp Lines
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