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Unindent entity update loops from previous commit
This unindent is done in a separate commit to minimize diff noise.
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parent
7e04908cd4
commit
b3b1a0696b
1 changed files with 21 additions and 21 deletions
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@ -894,19 +894,19 @@ void gamelogic()
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continue;
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}
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obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
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obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
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bool entitygone = obj.updateentities(i); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(i); // Basic Physics
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obj.entitymapcollision(i); // Collisions with walls
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bool entitygone = obj.updateentities(i); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(i); // Basic Physics
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obj.entitymapcollision(i); // Collisions with walls
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obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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obj.movingplatformfix(i, obj.getplayer());
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if (game.supercrewmate)
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{
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obj.movingplatformfix(i, obj.getscm());
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}
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obj.createblock(0, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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obj.movingplatformfix(i, obj.getplayer());
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if (game.supercrewmate)
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{
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obj.movingplatformfix(i, obj.getscm());
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}
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}
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}
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@ -920,14 +920,14 @@ void gamelogic()
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continue;
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}
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obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
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obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
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bool entitygone = obj.updateentities(ie); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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bool entitygone = obj.updateentities(ie); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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obj.hormovingplatformfix(ie);
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obj.hormovingplatformfix(ie);
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}
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//is the player standing on a moving platform?
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int i = obj.getplayer();
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@ -955,10 +955,10 @@ void gamelogic()
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continue;
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}
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bool entitygone = obj.updateentities(ie); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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bool entitygone = obj.updateentities(ie); // Behavioral logic
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if (entitygone) continue;
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obj.updateentitylogic(ie); // Basic Physics
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obj.entitymapcollision(ie); // Collisions with walls
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}
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obj.entitycollisioncheck(); // Check ent v ent collisions, update states
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