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De-duplicate flipmode check in entityclass::entitycollisioncheck()
To deal with using a different image file for Flip Mode, it looks like copy-paste was used. This isn't exactly maintainable code. So I'm replacing it with a reference that changes depending on if the game is in Flip Mode or not, instead.
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parent
4f50883d58
commit
a922420066
1 changed files with 11 additions and 34 deletions
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@ -4582,6 +4582,8 @@ void entityclass::customwarplinecheck(int i) {
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void entityclass::entitycollisioncheck()
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{
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std::vector<SDL_Surface*>& spritesvec = graphics.flipmode ? graphics.flipsprites : graphics.sprites;
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for (size_t i = 0; i < entities.size(); i++)
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{
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//We test entity to entity
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@ -4601,23 +4603,11 @@ void entityclass::entitycollisioncheck()
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colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp;
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colpoint2.y = entities[j].yp;
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if (graphics.flipmode)
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if (graphics.Hitest(spritesvec[entities[i].drawframe],
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colpoint1, spritesvec[entities[j].drawframe], colpoint2))
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{
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if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
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colpoint1, graphics.flipsprites[entities[j].drawframe], colpoint2))
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{
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//Do the collision stuff
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game.deathseq = 30;
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}
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}
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else
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{
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if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
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colpoint1, graphics.sprites[entities[j].drawframe], colpoint2) )
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{
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//Do the collision stuff
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game.deathseq = 30;
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}
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//Do the collision stuff
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game.deathseq = 30;
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}
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}
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else
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@ -4713,25 +4703,12 @@ void entityclass::entitycollisioncheck()
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colpoint1.y = entities[i].yp;
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colpoint2.x = entities[j].xp;
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colpoint2.y = entities[j].yp;
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if (graphics.flipmode)
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if (graphics.Hitest(spritesvec[entities[i].drawframe],
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colpoint1, spritesvec[entities[j].drawframe], colpoint2))
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{
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if (graphics.Hitest(graphics.flipsprites[entities[i].drawframe],
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colpoint1, graphics.flipsprites[entities[j].drawframe], colpoint2))
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{
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//Do the collision stuff
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game.deathseq = 30;
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game.scmhurt = true;
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}
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}
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else
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{
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if (graphics.Hitest(graphics.sprites[entities[i].drawframe],
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colpoint1, graphics.sprites[entities[j].drawframe], colpoint2))
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{
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//Do the collision stuff
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game.deathseq = 30;
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game.scmhurt = true;
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}
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//Do the collision stuff
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game.deathseq = 30;
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game.scmhurt = true;
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}
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}
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else
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