diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index d5652ecc..a4b451b6 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -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)