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Fix spawning from an exotic checkpoint setting invalid gravitycontrol
An exotic checkpoint is a checkpoint with a sprite that is neither the flipped checkpoint nor unflipped checkpoint. More specifically, it's a checkpoint whose edentity p1 attribute is something other than 0 or 1. Normally, whenever you touch an exotic checkpoint in-game, your savepoint's y-position and gravitycontrol don't get touched. However, in the editor, spawning from an exotic checkpoint means that your gravitycontrol gets set to a value that is neither 0 nor 1. In this invalid gravitycontrol state, Viridian is treated like they're flipped, but they cannot unflip. This is an inconsistency between the editor and in-game, so I'm fixing it. Now, spawning from an exotic checkpoint in the editor will just set your gravitycontrol to 0, i.e. unflipped.
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1 changed files with 8 additions and 1 deletions
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@ -4716,7 +4716,14 @@ void editorinput()
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game.edsavey = (edentity[testeditor].y%30)*8;
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game.edsavey = (edentity[testeditor].y%30)*8;
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game.edsaverx = 100+tx;
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game.edsaverx = 100+tx;
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game.edsavery = 100+ty;
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game.edsavery = 100+ty;
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game.edsavegc = 1-edentity[testeditor].p1;
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if (edentity[testeditor].p1 == 0) // NOT a bool check!
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{
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game.edsavegc = 1;
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}
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else
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{
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game.edsavegc = 0;
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}
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game.edsavey--;
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game.edsavey--;
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game.edsavedir = 0;
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game.edsavedir = 0;
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}
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}
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