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Document SDL_abs vs. SDL_fabs

This commit is contained in:
leo60228 2021-01-01 21:03:17 -05:00 committed by Ethan Lee
parent c4893a133f
commit 8c472ed73d
2 changed files with 3 additions and 0 deletions

View file

@ -4410,6 +4410,7 @@ void entityclass::applyfriction( int t, float xrate, float yrate )
if (entities[t].vx > 6.00f) entities[t].vx = 6.0f; if (entities[t].vx > 6.00f) entities[t].vx = 6.0f;
if (entities[t].vx < -6.00f) entities[t].vx = -6.0f; if (entities[t].vx < -6.00f) entities[t].vx = -6.0f;
// This should *not* be changed to use SDL_fabsf, which would cause noticable differences in physics.
if (SDL_abs(entities[t].vx) < xrate) entities[t].vx = 0.0f; if (SDL_abs(entities[t].vx) < xrate) entities[t].vx = 0.0f;
if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0.0f; if (SDL_abs(entities[t].vy) < yrate) entities[t].vy = 0.0f;
} }

View file

@ -1824,6 +1824,7 @@ void gameinput()
if (game.activetele && game.readytotele > 20 && !game.intimetrial) if (game.activetele && game.readytotele > 20 && !game.intimetrial)
{ {
enter_already_processed = true; enter_already_processed = true;
// This should *not* be changed to use SDL_fabsf, which would prevent activating an teleporter when `vx > 1.0 && vx < 2.0`.
if(int(SDL_abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0) if(int(SDL_abs(obj.entities[ie].vx))<=1 && int(obj.entities[ie].vy)==0)
{ {
//wait! space station 2 debug thingy //wait! space station 2 debug thingy
@ -1890,6 +1891,7 @@ void gameinput()
else if (INBOUNDS_VEC(game.activeactivity, obj.blocks)) else if (INBOUNDS_VEC(game.activeactivity, obj.blocks))
{ {
enter_already_processed = true; enter_already_processed = true;
// This should *not* be changed to use SDL_fabsf, which would prevent activating an activity zone when `vx > 1.0 && vx < 2.0`.
if((int(SDL_abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) ) if((int(SDL_abs(obj.entities[ie].vx))<=1) && (int(obj.entities[ie].vy) == 0) )
{ {
script.load(obj.blocks[game.activeactivity].script); script.load(obj.blocks[game.activeactivity].script);