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https://github.com/TerryCavanagh/VVVVVV.git
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Remove scmmoveme
So, I ended up breaking supercrewmate spawning with that roomchange refactor. However, upon investigating how to fix it, I was running into a weird interpolation issue due to scmmoveme, as well as the companion spawning in the ground in "Very Good". And I was wondering why I or no one else ended up running into them. Well, as it turns out, scmmoveme ends up doing absolutely nothing. There are only two instances where scmmoveme is used. The first is if you respawn in "Very Good", and somehow have your scmprogress set to that room. But that's impossible, because whenever you respawn, your scmprogress is always set to the one after the room you respawn in. Even if you respawned in the room previous to "Very Good" (which is "Don't Get Ahead of Yourself!"), it still wouldn't work, since the logic always kicks in when a gotoroom happens, and not only when a supercrewmate is actually spawned. Since the scmprogress doesn't match, that case never gets triggered, and we get to the second time scmmoveme is used, which is in the catch-all case that always executes. This second instance... also does nothing, because since we just respawned, and our scmprogress got set to the room ahead of us, there is no supercrewmate on screen. Then getscm() returns 0, and the player is always indice 0, so the only thing we end up doing is setting the player's x-position to their own x-position. Brilliant. Anyway, this code results in interpolation issues and the supercrewmate spawning in the ground on "Very Good" if you die, when my fix is applied, because my fix moves this logic around to a different frame order, and that actually ends up making scmmoveme no longer dead code. So to recap: we have dead code, which looks like it does something, but doesn't. But if you move it around in a certain way, it ends up having harmful effects. One of the joys of working on this game... It's also hilarious that it gets saved to the save file. Why? The only time this variable is true, it is for literally less than a frame, because it always gets set to false, because you always respawn using a gotoroom whenever the supercrewmate dies, because you never respawn in the same room as a supercrewmate, because Intermission 1 was deliberately designed that way (else you'd keep continually dying since the supercrewmate wouldn't move out of the way).
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parent
029463ad47
commit
a7ae3e0fb0
5 changed files with 2 additions and 41 deletions
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@ -307,7 +307,6 @@ void Game::init(void)
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supercrewmate = false;
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scmhurt = false;
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scmprogress = 0;
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scmmoveme = false;
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swncolstate = 0;
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swncoldelay = 0;
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swnrecord = 0;
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@ -4946,10 +4945,6 @@ void Game::readmaingamesave(const char* savename, tinyxml2::XMLDocument& doc)
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{
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scmprogress = help.Int(pText);
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}
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else if (SDL_strcmp(pKey, "scmmoveme") == 0)
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{
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scmmoveme = help.Int(pText);
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}
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else if (SDL_strcmp(pKey, "frames") == 0)
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{
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frames = help.Int(pText);
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@ -5152,10 +5147,6 @@ void Game::customloadquick(const std::string& savfile)
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{
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scmprogress = help.Int(pText);
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}
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else if (SDL_strcmp(pKey, "scmmoveme") == 0)
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{
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scmmoveme = help.Int(pText);
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}
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else if (SDL_strcmp(pKey, "frames") == 0)
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{
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frames = help.Int(pText);
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@ -5525,7 +5516,6 @@ std::string Game::writemaingamesave(tinyxml2::XMLDocument& doc)
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xml::update_tag(msgs, "supercrewmate", (int) supercrewmate);
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xml::update_tag(msgs, "scmprogress", scmprogress);
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xml::update_tag(msgs, "scmmoveme", (int) scmmoveme);
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xml::update_tag(msgs, "frames", frames);
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@ -5661,7 +5651,6 @@ bool Game::customsavequick(const std::string& savfile)
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xml::update_tag(msgs, "supercrewmate", (int) supercrewmate);
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xml::update_tag(msgs, "scmprogress", scmprogress);
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xml::update_tag(msgs, "scmmoveme", (int) scmmoveme);
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xml::update_tag(msgs, "frames", frames);
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@ -305,7 +305,7 @@ public:
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int swnrecord, swnbestrank, swnrank, swnmessage;
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//SuperCrewMate Stuff
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bool supercrewmate, scmhurt, scmmoveme;
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bool supercrewmate, scmhurt;
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int scmprogress;
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//Accessibility Options
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@ -1544,15 +1544,7 @@ void gamelogic(void)
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obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
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case 3:
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if (game.scmmoveme)
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{
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obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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game.scmmoveme = false;
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}
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else
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{
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obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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}
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obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
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break;
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case 4:
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obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
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@ -1586,17 +1578,6 @@ void gamelogic(void)
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break;
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}
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}
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if (game.scmmoveme)
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{
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int scm = obj.getscm();
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int player = obj.getplayer();
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if (INBOUNDS_VEC(scm, obj.entities) && INBOUNDS_VEC(player, obj.entities))
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{
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obj.entities[scm].xp = obj.entities[player].xp;
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}
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game.scmmoveme = false;
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}
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break;
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}
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}
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@ -888,14 +888,6 @@ void mapclass::resetplayer(const bool player_died)
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{
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game.scmprogress = game.roomx - 40;
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}
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if (game.scmprogress != 0)
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{
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game.scmmoveme = true;
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}
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else
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{
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game.scmmoveme = false;
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}
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}
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}
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@ -3155,7 +3155,6 @@ void scriptclass::hardreset(void)
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game.supercrewmate = false;
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game.scmhurt = false;
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game.scmprogress = 0;
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game.scmmoveme = false;
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game.swncolstate = 0;
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game.swncoldelay = 0;
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game.swnrank = 0;
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