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Remove commented-out code from Game.cpp and Script.cpp

These commented-out code blocks just get in the way of clarity when I'm
refactoring flipped textboxes created in the gamestate system. So I'm
getting rid of them. If we need them back, we always have Git history.
This commit is contained in:
Misa 2021-03-19 16:24:16 -07:00 committed by Ethan Lee
parent 5f2b9409b2
commit d5ed49d8dc
2 changed files with 0 additions and 69 deletions

View file

@ -470,7 +470,6 @@ void Game::updatecustomlevelstats(std::string clevel, int cscore)
void Game::loadcustomlevelstats(void)
{
//testing
if(customlevelstatsloaded)
{
return;
@ -678,10 +677,6 @@ void Game::updatestate(void)
//Demo over
advancetext = true;
hascontrol = false;
/*graphics.createtextbox(" Prototype Complete ", 50, 80, 164, 164, 255);
graphics.addline("Congrats! More Info Soon!");
graphics.textboxcenter();
*/
startscript = true;
newscript="returntohub";
@ -1630,7 +1625,6 @@ void Game::updatestate(void)
state++;
music.playef(2);
graphics.textboxactive();
int i = obj.getcompanion(); if (INBOUNDS_VEC(i, obj.entities)) { /*obj.entities[i].tile = 66; obj.entities[i].state = 0;*/ }
break;
}
case 126:
@ -1673,7 +1667,6 @@ void Game::updatestate(void)
//Init final stretch
state++;
music.playef(9);
//music.play(2);
obj.flags[72] = true;
screenshake = 10;
@ -1801,7 +1794,6 @@ void Game::updatestate(void)
advancetext = false;
completestop = false;
state = 0;
//music.play(music.resumesong);
if(!muted && music.currentsong>-1) music.fadeMusicVolumeIn(3000);
graphics.showcutscenebars = false;
break;
@ -2044,11 +2036,6 @@ void Game::updatestate(void)
case 2507:
{
state++;
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
{
//obj.entities[i].xp += 4;
}
break;
}
case 2508:
@ -2141,9 +2128,6 @@ void Game::updatestate(void)
//Activating a teleporter 2
state++;
statedelay = 50;
//testing!
//state = 3006; //Warp Zone
//state = 3020; //Space Station
switch(companion)
{
case 6:
@ -2204,17 +2188,10 @@ void Game::updatestate(void)
{
graphics.createtextbox("", -1, 12, 165, 165, 255);
}
//graphics.addline(" Level Complete! ");
graphics.addline(" ");
graphics.addline("");
graphics.addline("");
graphics.textboxcenterx();
/* advancetext = true;
hascontrol = false;
state = 3;
graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
graphics.addline("intro to story!");*/
break;
case 3007:
state++;
@ -2321,17 +2298,10 @@ void Game::updatestate(void)
{
graphics.createtextbox("", -1, 12, 165, 165, 255);
}
//graphics.addline(" Level Complete! ");
graphics.addline(" ");
graphics.addline("");
graphics.addline("");
graphics.textboxcenterx();
/* advancetext = true;
hascontrol = false;
state = 3;
graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
graphics.addline("intro to story!");*/
break;
case 3021:
state++;
@ -2437,17 +2407,10 @@ void Game::updatestate(void)
{
graphics.createtextbox("", -1, 12, 165, 165, 255);
}
//graphics.addline(" Level Complete! ");
graphics.addline(" ");
graphics.addline("");
graphics.addline("");
graphics.textboxcenterx();
/* advancetext = true;
hascontrol = false;
state = 3;
graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
graphics.addline("intro to story!");*/
break;
case 3041:
state++;
@ -2554,17 +2517,10 @@ void Game::updatestate(void)
{
graphics.createtextbox("", -1, 12, 165, 165, 255);
}
//graphics.addline(" Level Complete! ");
graphics.addline(" ");
graphics.addline("");
graphics.addline("");
graphics.textboxcenterx();
/* advancetext = true;
hascontrol = false;
state = 3;
graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
graphics.addline("intro to story!");*/
break;
case 3051:
state++;
@ -2695,17 +2651,10 @@ void Game::updatestate(void)
{
graphics.createtextbox("", -1, 12, 165, 165, 255);
}
//graphics.addline(" Level Complete! ");
graphics.addline(" ");
graphics.addline("");
graphics.addline("");
graphics.textboxcenterx();
/* advancetext = true;
hascontrol = false;
state = 3;
graphics.createtextbox("To do: write quick", 50, 80, 164, 164, 255);
graphics.addline("intro to story!");*/
break;
case 3061:
state++;
@ -3210,8 +3159,6 @@ void Game::updatestate(void)
graphics.fademode = 4;
state = 0;
statedelay = 30;
//music.play(5);
//music.play(10);
map.finalmode = false;
map.final_colormode = false;
@ -3265,10 +3212,6 @@ void Game::updatestate(void)
//Activating a teleporter 2
state++;
statedelay = 10;
//testing!
//state = 3006; //Warp Zone
//state = 3020; //Space Station
//state = 3040; //Lab
int i = obj.getplayer();
if (INBOUNDS_VEC(i, obj.entities))
@ -4998,18 +4941,12 @@ void Game::customstart(void)
savegc = edsavegc;
savedir = edsavedir; //Worldmap Start
//savex = 6 * 8; savey = 15 * 8; saverx = 46; savery = 54; savegc = 0; savedir = 1; //Final Level Current
savepoint = 0;
gravitycontrol = savegc;
//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
state = 0;
deathseq = -1;
lifeseq = 0;
//let's teleport in!
//state = 2500;
//if (!nocutscenes) music.play(5);
}
void Game::start(void)
@ -5022,17 +4959,13 @@ void Game::start(void)
savery = 110;
savegc = 0;
savedir = 1; //Worldmap Start
//savex = 6 * 8; savey = 15 * 8; saverx = 46; savery = 54; savegc = 0; savedir = 1; //Final Level Current
savepoint = 0;
gravitycontrol = savegc;
//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
state = 0;
deathseq = -1;
lifeseq = 0;
//let's teleport in!
//state = 2500;
if (!nocutscenes) music.play(5);
}
@ -5207,7 +5140,6 @@ void Game::starttrial( int t )
savepoint = 0;
gravitycontrol = savegc;
//state = 2; deathseq = -1; lifeseq = 10; //Not dead, in game initilisation state
state = 0;
deathseq = -1;
lifeseq = 0;

View file

@ -1953,7 +1953,6 @@ void scriptclass::run(void)
}
else if (words[0] == "foundtrinket")
{
//music.silencedasmusik();
music.haltdasmusik();
music.playef(3);