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Only remove duplicate player entities in scriptclass::hardreset()
Looks like duplicate player entities persisting across rooms is a semi-useful feature used by some levels. Still, though, it's a bit of a nuisance to have duplicate player entities persisting across game sessions. And levels can't rely on this persistence anyway, anyone could just close the game and re-open it to get rid of the duplicate entities regardless.
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2 changed files with 15 additions and 6 deletions
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@ -855,13 +855,11 @@ void mapclass::gotoroom(int rx, int ry)
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}
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}
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int theplayer = obj.getplayer();
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for (int i = 0; i < (int) obj.entities.size(); i++)
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (i != theplayer)
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if (obj.entities[i].rule != 0)
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{
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removeentity_iter(i);
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theplayer--; //just in case indice of player is not 0
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}
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}
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@ -3628,8 +3628,19 @@ void scriptclass::hardreset()
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obj.customcollect.resize(100);
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i = 100; //previously a for-loop iterating over collect/customcollect set this to 100
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if (obj.getplayer() > -1){
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obj.entities[obj.getplayer()].tile = 0;
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int theplayer = obj.getplayer();
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if (theplayer > -1){
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obj.entities[theplayer].tile = 0;
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}
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// Remove duplicate player entities
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for (int i = 0; i < (int) obj.entities.size(); i++)
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{
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if (i != theplayer)
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{
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removeentity_iter(i);
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theplayer--; // just in case indice of player is not 0
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}
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}
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//Script Stuff
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