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Fix mixed indentation in Logic.cpp

It's clear that there was another person who added achievements and did
some warp line stuff.
This commit is contained in:
Misa 2020-04-02 13:44:45 -07:00 committed by Ethan Lee
parent 079544c0b1
commit e56b0d9f39

View file

@ -762,7 +762,7 @@ void gamelogic()
game.swnrank = 1;
if (game.swnbestrank < 1)
{
NETWORK_unlockAchievement("vvvvvvsupgrav5");
NETWORK_unlockAchievement("vvvvvvsupgrav5");
game.swnbestrank = 1;
game.swnmessage = 2+30;
music.playef(26);
@ -773,7 +773,7 @@ void gamelogic()
game.swnrank = 2;
if (game.swnbestrank < 2)
{
NETWORK_unlockAchievement("vvvvvvsupgrav10");
NETWORK_unlockAchievement("vvvvvvsupgrav10");
game.swnbestrank = 2;
game.swnmessage = 2+30;
music.playef(26);
@ -784,7 +784,7 @@ void gamelogic()
game.swnrank = 3;
if (game.swnbestrank < 3)
{
NETWORK_unlockAchievement("vvvvvvsupgrav15");
NETWORK_unlockAchievement("vvvvvvsupgrav15");
game.swnbestrank = 3;
game.swnmessage = 2+30;
music.playef(26);
@ -795,7 +795,7 @@ void gamelogic()
game.swnrank = 4;
if (game.swnbestrank < 4)
{
NETWORK_unlockAchievement("vvvvvvsupgrav20");
NETWORK_unlockAchievement("vvvvvvsupgrav20");
game.swnbestrank = 4;
game.swnmessage = 2+30;
music.playef(26);
@ -806,7 +806,7 @@ void gamelogic()
game.swnrank = 5;
if (game.swnbestrank < 5)
{
NETWORK_unlockAchievement("vvvvvvsupgrav30");
NETWORK_unlockAchievement("vvvvvvsupgrav30");
game.swnbestrank = 5;
game.swnmessage = 2+30;
music.playef(26);
@ -817,7 +817,7 @@ void gamelogic()
game.swnrank = 6;
if (game.swnbestrank < 6)
{
NETWORK_unlockAchievement("vvvvvvsupgrav60");
NETWORK_unlockAchievement("vvvvvvsupgrav60");
game.swnbestrank = 6;
game.swnmessage = 2+30;
music.playef(26);
@ -1037,24 +1037,24 @@ void gamelogic()
obj.cleanup();
//Using warplines?
if (obj.customwarpmode) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
if (obj.customwarpmode) {
//Rewritten system for mobile update: basically, the new logic is to
//check if the player is leaving the map, and if so do a special check against
//warp lines for collision
obj.customwarpmodehon = false;
obj.customwarpmodevon = false;
int i = obj.getplayer();
if ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16)){
//Player is leaving room
obj.customwarplinecheck(i);
}
int i = obj.getplayer();
if ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16)){
//Player is leaving room
obj.customwarplinecheck(i);
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
if(obj.customwarpmodehon){ map.warpy=true;
}else{ map.warpy=false; }
if(obj.customwarpmodevon){ map.warpx=true;
}else{ map.warpx=false; }
}
//Finally: Are we changing room?
if (map.warpx && map.warpy)