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Fix inconsistencies with y-positions of spawns
It seems like the start point of a custom level and all checkpoints in the game end up putting your spawn point one pixel away from the surface it touches, which seems like an oversight. I'm going to enforce some consistency here and make it so that all spawn points, whenever you start from a start point or a checkpoint, will always be correctly positioned flush with the surface they're standing on, and not one pixel more or less than that.
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dfdad165f5
commit
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2 changed files with 6 additions and 5 deletions
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@ -2619,12 +2619,12 @@ bool entityclass::updateentities( int i )
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if (entities[i].tile == 20)
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{
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game.savey = entities[i].yp - 1;
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game.savey = entities[i].yp - 2;
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game.savegc = 1;
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}
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else if (entities[i].tile == 21)
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{
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game.savey = entities[i].yp-8;
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game.savey = entities[i].yp - 7;
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game.savegc = 0;
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}
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@ -1526,7 +1526,7 @@ void editorclass::findstartpoint()
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game.edsaverx = 100+tx;
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game.edsavery = 100+ty;
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game.edsavegc = 0;
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game.edsavey--;
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game.edsavey++;
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game.edsavedir=1-edentity[testeditor].p1;
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}
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}
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@ -4719,12 +4719,13 @@ void editorinput()
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if (edentity[testeditor].p1 == 0) // NOT a bool check!
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{
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game.edsavegc = 1;
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game.edsavey -= 2;
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}
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else
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{
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game.edsavegc = 0;
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game.edsavey -= 7;
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}
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game.edsavey--;
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game.edsavedir = 0;
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}
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else
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@ -4737,7 +4738,7 @@ void editorinput()
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game.edsaverx = 100+tx;
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game.edsavery = 100+ty;
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game.edsavegc = 0;
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game.edsavey--;
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game.edsavey++;
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game.edsavedir=1-edentity[testeditor].p1;
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}
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