From e0b80cf0b5bb7c46356f9043c46ca1ae8914a6d1 Mon Sep 17 00:00:00 2001 From: Info Teddy Date: Mon, 13 Jan 2020 15:55:46 -0800 Subject: [PATCH] Don't deactive tele prompt when dying This fixes a bug where if you died after activating a teleporter prompt and then respawned in the same room as the teleporter, the teleporter prompt would go away. Which would be very annoying if you wanted to, you know, teleport. You don't even have to R-press to make this happen. "Level Complete!" and Energize are two teleporter rooms in the main game that have hazards in them. I see no reason to set game.activetele to false when dying. For one, it gets set to false during a gotorom anyway. For another, I couldn't get the game to activate the teleport prompt in a room without a teleporter in my testing, mostly because when you touch a teleporter, your checkpoint is set to that teleporter, so you can't R-press to go to another room and carry over the teleport prompt. --- desktop_version/src/Logic.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index 5a339fbc..7849612a 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -671,7 +671,6 @@ void gamelogic(Graphics& dwgfx, Game& game, entityclass& obj, musicclass& music } game.gethardestroom(map); - game.activetele = false; game.hascontrol = true;