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Remove some more outdated comments from Entity.cpp

Most of these won't work if you uncomment them without any additional
changes, so it's best to just remove them.
This commit is contained in:
Misa 2020-04-03 14:42:25 -07:00 committed by Ethan Lee
parent 0fb37352ce
commit e40a4c3948

View file

@ -1313,14 +1313,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
entity.y2 = p4; entity.y2 = p4;
entity.harmful = true; entity.harmful = true;
//Exact appearance depends entirely on location, assigned here:
/*
}else if (game.roomx == 50 && game.roomy == 52) {
entity.tile = 48; entity.colour = 6;
entity.w = 32; entity.h = 27;
entity.animate = 1;
//ok, for space station 2
*/
entity.tile = 24; entity.tile = 24;
entity.animate = 0; entity.animate = 0;
entity.colour = 8; entity.colour = 8;
@ -1349,25 +1341,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
{ {
entity.setenemyroom(game.roomx, game.roomy); entity.setenemyroom(game.roomx, game.roomy);
} }
//}else{*/
/*
entity.tile = 24;
entity.animate = 0;
entity.colour = 8;
//for warpzone:
if (game.roomx == 51 && game.roomy == 51) entity.colour = 6;
if (game.roomx == 52 && game.roomy == 51) entity.colour = 7;
if (game.roomx == 54 && game.roomy == 49) entity.colour = 11;
if (game.roomx == 55 && game.roomy == 50) entity.colour = 9;
if (game.roomx == 55 && game.roomy == 51) entity.colour = 6;
if (game.roomx == 54 && game.roomy == 51) entity.colour = 12;
if (game.roomx == 54 && game.roomy == 52) entity.colour = 7;
if (game.roomx == 53 && game.roomy == 52) entity.colour = 8;
if (game.roomx == 51 && game.roomy == 52) entity.colour = 6;
if (game.roomx == 52 && game.roomy == 49) entity.colour = 8;
//}
*/
break; break;
case 2: //A moving platform case 2: //A moving platform
entity.rule = 2; entity.rule = 2;
@ -1636,12 +1609,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
entity.onentity = 1; entity.onentity = 1;
entity.animate = 100; entity.animate = 100;
entity.para = vy; entity.para = vy;
//we'll init it's activeness here later
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
break; break;
case 15: // Crew Member (warp zone) case 15: // Crew Member (warp zone)
entity.rule = 6; entity.rule = 6;
@ -1755,11 +1722,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
entity.onentity = 1; entity.onentity = 1;
entity.animate = 100; entity.animate = 100;
entity.para = vy; entity.para = vy;
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
break; break;
case 21: //as above, except doesn't highlight case 21: //as above, except doesn't highlight
entity.rule = 3; entity.rule = 3;
@ -1774,11 +1736,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
entity.onentity = 0; entity.onentity = 0;
entity.animate = 100; entity.animate = 100;
entity.para = vy; entity.para = vy;
/*if (game.savepoint == vy) {
entity.colour = 5;
entity.onentity = 0;
}*/
break; break;
case 22: //Fake trinkets, only appear if you've collected them case 22: //Fake trinkets, only appear if you've collected them
entity.rule = 3; entity.rule = 3;
@ -2621,18 +2578,10 @@ void entityclass::updateentities( int i )
//Only counts if vy of player entity is non zero //Only counts if vy of player entity is non zero
if (entities[i].state == 1) if (entities[i].state == 1)
{ {
// int j = getplayer();
//if (entities[j].vy > 0.5 && (entities[j].yp+entities[j].h<=entities[i].yp+6)) {
entities[i].life = 4; entities[i].life = 4;
entities[i].state = 2; entities[i].state = 2;
entities[i].onentity = 0; entities[i].onentity = 0;
music.playef(6); music.playef(6);
/*}else if (entities[j].vy <= -0.5 && (entities[j].yp>=entities[i].yp+2)) {
entities[i].life = 4;
entities[i].state = 2; entities[i].onentity = 0;
}else {
entities[i].state = 0;
}*/
} }
else if (entities[i].state == 2) else if (entities[i].state == 2)
{ {
@ -2685,7 +2634,6 @@ void entityclass::updateentities( int i )
else else
{ {
game.state = 1000; game.state = 1000;
//music.haltdasmusik();
if(music.currentsong!=-1) music.silencedasmusik(); if(music.currentsong!=-1) music.silencedasmusik();
music.playef(3); music.playef(3);
collect[entities[i].para] = 1; collect[entities[i].para] = 1;
@ -4589,13 +4537,11 @@ void entityclass::scmmovingplatformfix( int t )
{ {
entities[j].yp = entities[t].yp + entities[t].h; entities[j].yp = entities[t].yp + entities[t].h;
entities[j].vy = 0; entities[j].vy = 0;
//entities[j].onroof = true;
} }
else else
{ {
entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy; entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
entities[j].vy = 0; entities[j].vy = 0;
//entities[j].onground = true;
} }
} }
else else
@ -4611,14 +4557,6 @@ void entityclass::hormovingplatformfix( int t )
//If this intersects the player, then we move the player along it //If this intersects the player, then we move the player along it
//for horizontal platforms, this is simplier //for horizontal platforms, this is simplier
createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h); createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
/*j = getplayer();
if (entitycollide(t, j)) {
//ok, bollox, let's make sure
entities[j].yp = entities[j].yp + entities[j].vy;
if (entitycollide(t, j)) {
//entities[t].state = entities[t].onwall;
}
}*/
} }
void entityclass::customwarplinecheck(int i) { void entityclass::customwarplinecheck(int i) {
@ -4763,22 +4701,6 @@ void entityclass::entitycollisioncheck()
} }
} }
} }
/*
if (entities[i].rule == 0 && entities[j].rule == 7) //Player vs horizontal WARP line
{
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityhlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
*/
if (game.supercrewmate) if (game.supercrewmate)
{ {
//some extra collisions //some extra collisions