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Remove outdated comments from Map.cpp

Surprisingly not that many. It looks like at one point in development,
damage blocks were created for every single spike in the Tower, before
it was too laggy so they switched to directly checking collision with
the tile instead.
This commit is contained in:
Misa 2020-04-02 17:50:13 -07:00 committed by Ethan Lee
parent d1661c20a8
commit 9817e19150

View file

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