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Fix dying during collection prompt persisting effects

In the main game, if you press R during the trinket collection prompt
after collecting a trinket, AND you have never entered Comms Relay, and
you respawn in a different room, the trinket collection gamestate will
be interrupted, but you will still be left with the advance text prompt,
cutscene bars, and muted music.

The previous workaround to fix the music would be to mute and then
unmute the game, but due to the new music changes, this workaround
(which in and of itself is a bug) no longer works. Instead, the music
would have to be restarted by going into another zone on the map.

Having an advance text prompt outside of a cutscene results in the
player being unable to flip, but they can still move around left and
right.

Speedrunners previously used the no-Comms-Relay interrupting behavior to
skip certain trinket collection prompts entirely with a frame-perfect R
press, so I can't patch that out. Having an advance text prompt outside
of a cutscene is (ab)used in custom levels to intentionally prevent the
player from flipping, and furthermore, it's also used in credits warp
runs of the main game to increment the gamestate; so I cannot patch that
out. The ability to press R everywhere even during cutscenes was added
for good reason - to make it less likely that a softlock can happen - so
I don't want to revert it.

But I still think this is worth fixing because previously, the
punishment for missing the frame-perfect window late was simply not
skipping the trinket prompt (since the R-press would be ignored), but
now the punishment is basically having to reset because of the advance
text prompt.

I would usually handle this in gamestate 0, but awful custom levels
might want to intentionally interrupt the gamestate to do, I don't know,
something. No level does that so far, but I'd like to do the least
invasive thing.

So what I've done is made it so the effects of interruption are undone
if you press R and the gamestate is interrupted. This is handled in
mapclass::resetplayer().
This commit is contained in:
Misa 2021-09-10 11:49:46 -07:00
parent 25af54529b
commit b6645de749

View file

@ -865,6 +865,18 @@ void mapclass::resetplayer(const bool player_died)
}
}
if (game.state == 0 && !script.running && game.completestop)
{
/* Looks like a collection dialogue was interrupted.
* Undo its effects! */
game.advancetext = false;
graphics.showcutscenebars = false;
if (music.currentsong > -1)
{
music.fadeMusicVolumeIn(3000);
}
}
game.scmhurt = false; //Just in case the supercrewmate is fucking this up!
if (game.supercrewmate)
{