diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index a900f9a6..e3c0f509 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -169,12 +169,6 @@ void mapclass::transformname(int t) { //transform special names into new ones, one step at a time - /* - if (specialnames[3] == "") { specialnames[3] = ; - }else if (specialnames[3] == "") { specialnames[3] = ; - } - */ - glitchdelay--; if(glitchdelay<=0) { @@ -465,7 +459,6 @@ int mapclass::finalat(int x, int y) //Special case: animated tiles if (final_mapcol == 1) { - // return contents[x + vmult[y]] - (final_mapcol * 3) + (int(fRandom()*12)*40); // Windows hits fRandom() == 1 frequently! For fuck sake! -flibit return 737 + (std::min(int(fRandom() * 12), 11) * 40); } @@ -934,10 +927,6 @@ void mapclass::gotoroom(int rx, int ry) if (finalmode) { //Ok, what way are we moving? - /*if (rx - finalx >= 1) finalx++; - if (rx - finalx <= -1) finalx--; - if (ry - finaly >= 1) finaly++; - if (ry - finaly <= -1) finaly--;*/ finalx = rx; finaly = ry; game.roomx = finalx; @@ -1177,8 +1166,6 @@ std::string mapclass::currentarea(int t) void mapclass::loadlevel(int rx, int ry) { int t; - //t = rx + (ry * 100); - //roomname = "[UNTITLED] (" + String(rx)+","+String(ry)+")"; if (!finalmode) { explored[rx - 100 + ((ry - 100) * 20)] = 1; @@ -1755,14 +1742,7 @@ void mapclass::loadlevel(int rx, int ry) //The room's loaded: now we fill out damage blocks based on the tiles. if (towermode) { - for (int j = 0; j < 700; j++) - { - for (int i = 0; i < 40; i++) - { - //Damage blocks - //if (tower.contents[i + tower.vmult[j]] >=6 && tower.contents[i + tower.vmult[j]] <= 11) obj.createblock(2, (i * 8) + 1, j * 8, 6, 8); - } - } + } else {