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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.
This commit is contained in:
Misa 2020-05-14 12:39:29 -07:00 committed by Ethan Lee
parent 610768658e
commit e69cc964ab

View file

@ -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;
}
}
}