From e69cc964ab6701a33e1953112fb2ab1093b98d38 Mon Sep 17 00:00:00 2001 From: Misa Date: Thu, 14 May 2020 12:39:29 -0700 Subject: [PATCH] Don't duplicate activity zone handling code in playtesting This change makes it so that in in-editor playtesting, the code to handle pressing ENTER on activity zones is the same code to handle pressing ENTER on activity zones in custommodeforreal. This removes the need to copy-paste code and adapt it to in-editor playtesting. And thus, this fixes an editor artifact where you can press ENTER on activity zones while doing the death animation, even though you can't do that when you're playing custom levels normally. --- desktop_version/src/Input.cpp | 9 ++------- 1 file changed, 2 insertions(+), 7 deletions(-) diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index 0dbd0aff..6d1d9f7c 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -1527,17 +1527,12 @@ void gameinput() #if !defined(NO_CUSTOM_LEVELS) if(map.custommode && !map.custommodeforreal){ if ((game.press_map || key.isDown(27)) && !game.mapheld){ - game.mapheld = true; //Return to level editor if (game.activeactivity > -1 && game.press_map){ - if((int(std::abs(obj.entities[obj.getplayer()].vx))<=1) && (int(obj.entities[obj.getplayer()].vy) == 0) ) - { - script.load(obj.blocks[game.activeactivity].script); - obj.removeblock(game.activeactivity); - game.activeactivity = -1; - } + //pass, let code block below handle it }else{ game.shouldreturntoeditor = true; + game.mapheld = true; } } }