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Don't restart music in trinket cutscenes

When you pick up a trinket in the wild, the music will fade back in
afterwards. However, the special trinket cutscenes (where Victoria or
Vitellary will directly give you a trinket) are inconsistent with this,
and restart the music instead of fading it back in.

Looking at the scripts themselves, it immediately becomes obvious the
reason for this inconsistency - 2.2 and previous didn't implement the
musicfadein command, so it couldn't be used, and Terry or Simon simply
had to make do with simply restarting the music. However, 2.3 implements
musicfadein, so we can simply swap it out and remove the
trinketscriptmusic command.
This commit is contained in:
Misa 2021-04-12 10:31:16 -07:00 committed by Ethan Lee
parent 711b36c9c8
commit d965a11988

View File

@ -5469,8 +5469,7 @@ void scriptclass::load(const std::string& name)
//found a trinket!
"foundtrinket(18)",
"endtext",
//"musicfadein",
"trinketscriptmusic",
"musicfadein",
"delay(30)",
"createentity(136,80,22,18,0)",
@ -5577,8 +5576,7 @@ void scriptclass::load(const std::string& name)
//found a trinket!
"foundtrinket(18)",
"endtext",
//"musicfadein",
"trinketscriptmusic",
"musicfadein",
"delay(30)",
"createentity(136,80,22,18,0)",
@ -5766,8 +5764,7 @@ void scriptclass::load(const std::string& name)
//found a trinket!
"foundtrinket(18)",
"endtext",
//"musicfadein",
"trinketscriptmusic",
"musicfadein",
"delay(30)",