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Negate edentity room check and use a continue

This reduces the brace level by one, meaning the indentation level is no
longer semi-misleading.
This commit is contained in:
Misa 2020-07-09 02:11:56 -07:00 committed by Ethan Lee
parent 264279d17a
commit 8b8f9b3389

View File

@ -1682,7 +1682,10 @@ void mapclass::loadlevel(int rx, int ry)
//If entity is in this room, create it
int tsx=(edentity[edi].x-(edentity[edi].x%40))/40;
int tsy=(edentity[edi].y-(edentity[edi].y%30))/30;
if(tsx==rx-100 && tsy==ry-100){
if (tsx != rx-100 || tsy != ry-100)
{
continue;
}
switch(edentity[edi].t){
case 1: //Enemies
int bx1, by1, bx2, by2;
@ -1795,7 +1798,6 @@ void mapclass::loadlevel(int rx, int ry)
break;
}
}
}
//do the appear/remove roomname here
break;