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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 01:59:43 +01:00
Remove some more outdated comments from Entity.cpp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.
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1 changed files with 0 additions and 78 deletions
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@ -1313,14 +1313,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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entity.y2 = p4;
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entity.y2 = p4;
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entity.harmful = true;
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entity.harmful = true;
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//Exact appearance depends entirely on location, assigned here:
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/*
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}else if (game.roomx == 50 && game.roomy == 52) {
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entity.tile = 48; entity.colour = 6;
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entity.w = 32; entity.h = 27;
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entity.animate = 1;
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//ok, for space station 2
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*/
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entity.tile = 24;
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entity.tile = 24;
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entity.animate = 0;
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entity.animate = 0;
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entity.colour = 8;
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entity.colour = 8;
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@ -1349,25 +1341,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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{
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{
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entity.setenemyroom(game.roomx, game.roomy);
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entity.setenemyroom(game.roomx, game.roomy);
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}
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}
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//}else{*/
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/*
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entity.tile = 24;
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entity.animate = 0;
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entity.colour = 8;
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//for warpzone:
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if (game.roomx == 51 && game.roomy == 51) entity.colour = 6;
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if (game.roomx == 52 && game.roomy == 51) entity.colour = 7;
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if (game.roomx == 54 && game.roomy == 49) entity.colour = 11;
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if (game.roomx == 55 && game.roomy == 50) entity.colour = 9;
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if (game.roomx == 55 && game.roomy == 51) entity.colour = 6;
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if (game.roomx == 54 && game.roomy == 51) entity.colour = 12;
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if (game.roomx == 54 && game.roomy == 52) entity.colour = 7;
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if (game.roomx == 53 && game.roomy == 52) entity.colour = 8;
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if (game.roomx == 51 && game.roomy == 52) entity.colour = 6;
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if (game.roomx == 52 && game.roomy == 49) entity.colour = 8;
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//}
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*/
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break;
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break;
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case 2: //A moving platform
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case 2: //A moving platform
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entity.rule = 2;
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entity.rule = 2;
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@ -1636,12 +1609,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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entity.onentity = 1;
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entity.onentity = 1;
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entity.animate = 100;
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entity.animate = 100;
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entity.para = vy;
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entity.para = vy;
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//we'll init it's activeness here later
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/*if (game.savepoint == vy) {
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entity.colour = 5;
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entity.onentity = 0;
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}*/
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break;
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break;
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case 15: // Crew Member (warp zone)
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case 15: // Crew Member (warp zone)
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entity.rule = 6;
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entity.rule = 6;
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@ -1755,11 +1722,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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entity.onentity = 1;
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entity.onentity = 1;
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entity.animate = 100;
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entity.animate = 100;
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entity.para = vy;
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entity.para = vy;
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/*if (game.savepoint == vy) {
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entity.colour = 5;
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entity.onentity = 0;
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}*/
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break;
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break;
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case 21: //as above, except doesn't highlight
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case 21: //as above, except doesn't highlight
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entity.rule = 3;
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entity.rule = 3;
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@ -1774,11 +1736,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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entity.onentity = 0;
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entity.onentity = 0;
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entity.animate = 100;
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entity.animate = 100;
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entity.para = vy;
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entity.para = vy;
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/*if (game.savepoint == vy) {
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entity.colour = 5;
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entity.onentity = 0;
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}*/
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break;
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break;
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case 22: //Fake trinkets, only appear if you've collected them
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case 22: //Fake trinkets, only appear if you've collected them
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entity.rule = 3;
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entity.rule = 3;
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@ -2621,18 +2578,10 @@ void entityclass::updateentities( int i )
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//Only counts if vy of player entity is non zero
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//Only counts if vy of player entity is non zero
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if (entities[i].state == 1)
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if (entities[i].state == 1)
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{
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{
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// int j = getplayer();
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//if (entities[j].vy > 0.5 && (entities[j].yp+entities[j].h<=entities[i].yp+6)) {
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entities[i].life = 4;
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entities[i].life = 4;
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entities[i].state = 2;
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entities[i].state = 2;
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entities[i].onentity = 0;
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entities[i].onentity = 0;
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music.playef(6);
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music.playef(6);
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/*}else if (entities[j].vy <= -0.5 && (entities[j].yp>=entities[i].yp+2)) {
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entities[i].life = 4;
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entities[i].state = 2; entities[i].onentity = 0;
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}else {
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entities[i].state = 0;
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}*/
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}
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}
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else if (entities[i].state == 2)
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else if (entities[i].state == 2)
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{
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{
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@ -2685,7 +2634,6 @@ void entityclass::updateentities( int i )
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else
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else
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{
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{
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game.state = 1000;
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game.state = 1000;
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//music.haltdasmusik();
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if(music.currentsong!=-1) music.silencedasmusik();
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if(music.currentsong!=-1) music.silencedasmusik();
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music.playef(3);
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music.playef(3);
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collect[entities[i].para] = 1;
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collect[entities[i].para] = 1;
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@ -4589,13 +4537,11 @@ void entityclass::scmmovingplatformfix( int t )
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{
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{
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entities[j].yp = entities[t].yp + entities[t].h;
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entities[j].yp = entities[t].yp + entities[t].h;
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entities[j].vy = 0;
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entities[j].vy = 0;
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//entities[j].onroof = true;
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}
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}
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else
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else
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{
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{
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entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
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entities[j].yp = entities[t].yp - entities[j].h-entities[j].cy;
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entities[j].vy = 0;
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entities[j].vy = 0;
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//entities[j].onground = true;
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}
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}
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}
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}
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else
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else
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@ -4611,14 +4557,6 @@ void entityclass::hormovingplatformfix( int t )
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//If this intersects the player, then we move the player along it
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//If this intersects the player, then we move the player along it
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//for horizontal platforms, this is simplier
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//for horizontal platforms, this is simplier
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createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
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createblock(0, entities[t].xp, entities[t].yp, entities[t].w, entities[t].h);
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/*j = getplayer();
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if (entitycollide(t, j)) {
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//ok, bollox, let's make sure
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entities[j].yp = entities[j].yp + entities[j].vy;
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if (entitycollide(t, j)) {
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//entities[t].state = entities[t].onwall;
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}
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}*/
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}
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}
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void entityclass::customwarplinecheck(int i) {
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void entityclass::customwarplinecheck(int i) {
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@ -4763,22 +4701,6 @@ void entityclass::entitycollisioncheck()
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}
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}
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}
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}
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}
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}
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/*
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if (entities[i].rule == 0 && entities[j].rule == 7) //Player vs horizontal WARP line
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{
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if(game.deathseq==-1)
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{
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if(entities[j].onentity>0)
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{
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if (entityhlinecollide(i, j))
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{
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entities[j].state = entities[j].onentity;
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entities[j].life = 4;
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}
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}
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}
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}
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*/
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if (game.supercrewmate)
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if (game.supercrewmate)
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{
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{
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//some extra collisions
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//some extra collisions
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