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Realign logic update trio comments

This is the "Behavioral logic", "Basic Physics", and "Collisions with
walls" trio.

They were originally aligned but then I removed global args, thus
misaligning them. So now I'm re-aligning them back again.
This commit is contained in:
Misa 2020-04-02 17:53:34 -07:00 committed by Ethan Lee
parent 07573ad738
commit d13c24b9b0

View file

@ -351,8 +351,8 @@ void towerlogic()
for (int i = obj.nentity - 1; i >= 0; i--) for (int i = obj.nentity - 1; i >= 0; i--)
{ {
obj.updateentities(i); // Behavioral logic obj.updateentities(i); // Behavioral logic
obj.updateentitylogic(i); // Basic Physics obj.updateentitylogic(i); // Basic Physics
obj.entitymapcollision(i); // Collisions with walls obj.entitymapcollision(i); // Collisions with walls
} }
obj.entitycollisioncheck(); // Check ent v ent collisions, update states obj.entitycollisioncheck(); // Check ent v ent collisions, update states
@ -947,8 +947,8 @@ void gamelogic()
obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp); obj.removeblockat(obj.entities[i].xp, obj.entities[i].yp);
obj.updateentities(i); // Behavioral logic obj.updateentities(i); // Behavioral logic
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);
if (game.supercrewmate) if (game.supercrewmate)
@ -976,8 +976,8 @@ void gamelogic()
obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp); obj.removeblockat(obj.entities[ie].xp, obj.entities[ie].yp);
obj.updateentities(ie); // Behavioral logic obj.updateentities(ie); // Behavioral logic
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);
} }
@ -1007,8 +1007,8 @@ void gamelogic()
if (!obj.entities[ie].isplatform) if (!obj.entities[ie].isplatform)
{ {
obj.updateentities(ie); // Behavioral logic obj.updateentities(ie); // Behavioral logic
obj.updateentitylogic(ie); // Basic Physics obj.updateentitylogic(ie); // Basic Physics
obj.entitymapcollision(ie); // Collisions with walls obj.entitymapcollision(ie); // Collisions with walls
} }
} }