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Reduce scope of 'j' in screen transition companion logic

Reducing the scope of the variable makes analysis easier - for example,
we can now see it is always initialized before being used.
This commit is contained in:
Misa 2020-09-08 14:59:23 -07:00 committed by Ethan Lee
parent a098448e89
commit b925352864

View file

@ -1402,7 +1402,6 @@ void gamelogic()
} }
} }
int j;
if (game.roomchange) if (game.roomchange)
{ {
//We've changed room? Let's bring our companion along! //We've changed room? Let's bring our companion along!
@ -1414,14 +1413,16 @@ void gamelogic()
switch(game.companion) switch(game.companion)
{ {
case 6: case 6:
{
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place! obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
obj.entities[j].dir = obj.entities[i].dir; obj.entities[j].dir = obj.entities[i].dir;
} }
break; break;
}
case 7: case 7:
if (game.roomy <= 105) //don't jump after him! if (game.roomy <= 105) //don't jump after him!
{ {
@ -1433,7 +1434,7 @@ void gamelogic()
{ {
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place! obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
} }
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1447,7 +1448,7 @@ void gamelogic()
if (game.roomx == 102) if (game.roomx == 102)
{ {
obj.createentity(310, 177, 17, 1); obj.createentity(310, 177, 17, 1);
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1457,7 +1458,7 @@ void gamelogic()
else else
{ {
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1); obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1477,7 +1478,7 @@ void gamelogic()
{ {
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1); obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
} }
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1492,7 +1493,7 @@ void gamelogic()
if (!obj.flags[59]) if (!obj.flags[59])
{ {
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10); obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1505,7 +1506,7 @@ void gamelogic()
if (obj.flags[59]) if (obj.flags[59])
{ {
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1); obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;
@ -1516,7 +1517,7 @@ void gamelogic()
{ {
obj.flags[59] = true; obj.flags[59] = true;
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0); obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
j = obj.getcompanion(); int j = obj.getcompanion();
if (j > -1) if (j > -1)
{ {
obj.entities[j].vx = obj.entities[i].vx; obj.entities[j].vx = obj.entities[i].vx;