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Refactor: Use fullmap() everywhere

This replaces all instances of unlocking all rooms on the map with calls
to map.fullmap(), for consistency.

This also fixes two comments that got swapped around in startgamemode().
I don't know how that happened.

[skip ci]
This commit is contained in:
Misa 2024-09-28 00:52:19 +00:00
parent 8a00ea7aab
commit a0bd2f3da4

View file

@ -1437,7 +1437,7 @@ void scriptclass::run(void)
{
game.unlocknum(Unlock_SECRETLAB);
game.insecretlab = true;
SDL_memset(map.explored, true, sizeof(map.explored));
map.fullmap();
}
else if (words[0] == "leavesecretlab")
{
@ -2746,7 +2746,7 @@ void scriptclass::startgamemode(const enum StartMode mode)
{
game.timetrialcountdown = 0;
game.timetrialparlost = true;
SDL_memset(map.explored, true, sizeof(map.explored));
map.fullmap();
}
graphics.fademode = FADE_START_FADEIN;
@ -2756,9 +2756,9 @@ void scriptclass::startgamemode(const enum StartMode mode)
game.startspecial(0);
/* Unlock the entire map */
SDL_memset(obj.collect, true, sizeof(obj.collect[0]) * 20);
map.fullmap();
/* Give all 20 trinkets */
SDL_memset(map.explored, true, sizeof(map.explored));
SDL_memset(obj.collect, true, sizeof(obj.collect[0]) * 20);
i = 400; /* previously a nested for-loop set this */
game.insecretlab = true;
map.showteleporters = true;