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Unindent entity update loops from previous commit

This unindent is done in a separate commit to minimize diff noise.
This commit is contained in:
Misa 2020-10-06 16:16:48 -07:00 committed by Ethan Lee
parent 7e04908cd4
commit b3b1a0696b

View file

@ -894,19 +894,19 @@ void gamelogic()
continue; continue;
} }
obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp); obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
bool entitygone = obj.updateentities(i); // Behavioral logic bool entitygone = obj.updateentities(i); // Behavioral logic
if (entitygone) continue; if (entitygone) continue;
obj.updateentitylogic(i); // Basic Physics obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls obj.entitymapcollision(i); // Collisions with walls
obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h); obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
obj.movingplatformfix(i, obj.getplayer()); obj.movingplatformfix(i, obj.getplayer());
if (game.supercrewmate) if (game.supercrewmate)
{ {
obj.movingplatformfix(i, obj.getscm()); obj.movingplatformfix(i, obj.getscm());
} }
} }
} }
@ -920,14 +920,14 @@ void gamelogic()
continue; continue;
} }
obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp); obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
bool entitygone = obj.updateentities(ie); // Behavioral logic bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue; if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls obj.entitymapcollision(ie); // Collisions with walls
obj.hormovingplatformfix(ie); obj.hormovingplatformfix(ie);
} }
//is the player standing on a moving platform? //is the player standing on a moving platform?
int i = obj.getplayer(); int i = obj.getplayer();
@ -955,10 +955,10 @@ void gamelogic()
continue; continue;
} }
bool entitygone = obj.updateentities(ie); // Behavioral logic bool entitygone = obj.updateentities(ie); // Behavioral logic
if (entitygone) continue; if (entitygone) continue;
obj.updateentitylogic(ie); // Basic Physics obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls obj.entitymapcollision(ie); // Collisions with walls
} }
obj.entitycollisioncheck(); // Check ent v ent collisions, update states obj.entitycollisioncheck(); // Check ent v ent collisions, update states