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Axe screen_transition variable in favor of roomchange
When I added the two-frame delay fix, I didn't realize that Game had a roomchange variable that was being used as a temporary variable here. Now that it's fully spelled out and obvious (just look at the top of gamelogic()), I realize that the variable exists and is being used, and other readers will realize it's being used too - so now that I know it exists, I can axe the screen_transition variable I added in favor of using roomchange instead.
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1 changed files with 1 additions and 7 deletions
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@ -1130,8 +1130,6 @@ void gamelogic(void)
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}
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}
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bool screen_transition = false;
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if (!map.warpy && !map.towermode)
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{
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//Normal! Just change room
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@ -1140,13 +1138,11 @@ void gamelogic(void)
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{
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obj.entities[player].yp -= 240;
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GOTOROOM(game.roomx, game.roomy + 1);
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screen_transition = true;
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}
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if (INBOUNDS_VEC(player, obj.entities) && game.door_up > -2 && obj.entities[player].yp < -2)
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{
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obj.entities[player].yp += 240;
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GOTOROOM(game.roomx, game.roomy - 1);
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screen_transition = true;
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}
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}
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@ -1158,13 +1154,11 @@ void gamelogic(void)
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{
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obj.entities[player].xp += 320;
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GOTOROOM(game.roomx - 1, game.roomy);
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screen_transition = true;
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}
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if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
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{
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obj.entities[player].xp -= 320;
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GOTOROOM(game.roomx + 1, game.roomy);
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screen_transition = true;
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}
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}
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@ -1384,7 +1378,7 @@ void gamelogic(void)
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}
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}
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if (screen_transition)
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if (roomchange)
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{
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map.twoframedelayfix();
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}
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