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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.
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079544c0b1
commit
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1 changed files with 22 additions and 22 deletions
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@ -762,7 +762,7 @@ void gamelogic()
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game.swnrank = 1;
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if (game.swnbestrank < 1)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav5");
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NETWORK_unlockAchievement("vvvvvvsupgrav5");
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game.swnbestrank = 1;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -773,7 +773,7 @@ void gamelogic()
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game.swnrank = 2;
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if (game.swnbestrank < 2)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav10");
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NETWORK_unlockAchievement("vvvvvvsupgrav10");
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game.swnbestrank = 2;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -784,7 +784,7 @@ void gamelogic()
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game.swnrank = 3;
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if (game.swnbestrank < 3)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav15");
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NETWORK_unlockAchievement("vvvvvvsupgrav15");
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game.swnbestrank = 3;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -795,7 +795,7 @@ void gamelogic()
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game.swnrank = 4;
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if (game.swnbestrank < 4)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav20");
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NETWORK_unlockAchievement("vvvvvvsupgrav20");
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game.swnbestrank = 4;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -806,7 +806,7 @@ void gamelogic()
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game.swnrank = 5;
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if (game.swnbestrank < 5)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav30");
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NETWORK_unlockAchievement("vvvvvvsupgrav30");
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game.swnbestrank = 5;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -817,7 +817,7 @@ void gamelogic()
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game.swnrank = 6;
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if (game.swnbestrank < 6)
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{
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NETWORK_unlockAchievement("vvvvvvsupgrav60");
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NETWORK_unlockAchievement("vvvvvvsupgrav60");
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game.swnbestrank = 6;
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game.swnmessage = 2+30;
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music.playef(26);
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@ -1037,24 +1037,24 @@ void gamelogic()
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obj.cleanup();
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//Using warplines?
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if (obj.customwarpmode) {
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//Rewritten system for mobile update: basically, the new logic is to
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//check if the player is leaving the map, and if so do a special check against
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//warp lines for collision
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obj.customwarpmodehon = false;
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obj.customwarpmodevon = false;
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if (obj.customwarpmode) {
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//Rewritten system for mobile update: basically, the new logic is to
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//check if the player is leaving the map, and if so do a special check against
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//warp lines for collision
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obj.customwarpmodehon = false;
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obj.customwarpmodevon = false;
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int i = obj.getplayer();
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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)){
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//Player is leaving room
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obj.customwarplinecheck(i);
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}
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int i = obj.getplayer();
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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)){
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//Player is leaving room
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obj.customwarplinecheck(i);
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}
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if(obj.customwarpmodehon){ map.warpy=true;
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}else{ map.warpy=false; }
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if(obj.customwarpmodevon){ map.warpx=true;
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}else{ map.warpx=false; }
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}
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if(obj.customwarpmodehon){ map.warpy=true;
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}else{ map.warpy=false; }
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if(obj.customwarpmodevon){ map.warpx=true;
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}else{ map.warpx=false; }
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}
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//Finally: Are we changing room?
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if (map.warpx && map.warpy)
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