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https://github.com/TerryCavanagh/VVVVVV.git
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Fix mixed indentation in Enter-handling code when playtesting
It was indenting with 2 spaces instead of 4 spaces like the surrounding code.
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commit
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1 changed files with 28 additions and 28 deletions
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@ -1709,38 +1709,38 @@ void gameinput()
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//Returning to editor mode must always be possible
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//Returning to editor mode must always be possible
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#if !defined(NO_CUSTOM_LEVELS)
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#if !defined(NO_CUSTOM_LEVELS)
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if(map.custommode && !map.custommodeforreal){
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if(map.custommode && !map.custommodeforreal){
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if ((game.press_map || key.isDown(27)) && !game.mapheld){
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if ((game.press_map || key.isDown(27)) && !game.mapheld){
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game.mapheld = true;
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game.mapheld = true;
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//Return to level editor
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//Return to level editor
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if (game.activeactivity > -1 && game.press_map){
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if (game.activeactivity > -1 && game.press_map){
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if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) )
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if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) )
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{
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{
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script.load(obj.blocks[game.activeactivity].script);
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script.load(obj.blocks[game.activeactivity].script);
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obj.removeblock(game.activeactivity);
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obj.removeblock(game.activeactivity);
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game.activeactivity = -1;
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game.activeactivity = -1;
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}
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}
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}else{
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}else{
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game.gamestate = EDITORMODE;
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game.gamestate = EDITORMODE;
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graphics.textboxremove();
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graphics.textboxremove();
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game.hascontrol = true;
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game.hascontrol = true;
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game.advancetext = false;
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game.advancetext = false;
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game.completestop = false;
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game.completestop = false;
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game.state = 0;
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game.state = 0;
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graphics.showcutscenebars = false;
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graphics.showcutscenebars = false;
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graphics.backgrounddrawn=false;
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graphics.backgrounddrawn=false;
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music.fadeout();
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music.fadeout();
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//If warpdir() is used during playtesting, we need to set it back after!
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//If warpdir() is used during playtesting, we need to set it back after!
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for (int j = 0; j < ed.maxheight; j++)
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for (int j = 0; j < ed.maxheight; j++)
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{
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{
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for (int i = 0; i < ed.maxwidth; i++)
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for (int i = 0; i < ed.maxwidth; i++)
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{
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{
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ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)];
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ed.level[i+(j*ed.maxwidth)].warpdir=ed.kludgewarpdir[i+(j*ed.maxwidth)];
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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#endif
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#endif
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