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https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
remove two-argument setstate
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parent
af3e5be09b
commit
f659eca818
3 changed files with 17 additions and 20 deletions
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@ -724,15 +724,6 @@ void Game::setstate(const int gamestate)
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}
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}
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void Game::setstate(const int gamestate, const int delay)
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{
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if (!statelocked)
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{
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state = gamestate;
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statedelay = delay;
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}
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}
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void Game::incstate()
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{
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if (!statelocked)
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@ -1072,7 +1063,8 @@ void Game::updatestate(void)
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break;
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case 31:
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//state = 55; setstatedelay(50);
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setstate(0, 0);
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setstate(0);
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setstatedelay(0);
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if (!obj.flags[6])
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{
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obj.flags[6] = true;
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@ -1080,7 +1072,8 @@ void Game::updatestate(void)
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obj.flags[5] = true;
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startscript = true;
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newscript="communicationstation";
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setstate(0, 0);
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setstate(0);
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setstatedelay(0);
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}
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obj.removetrigger(31);
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break;
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@ -2308,7 +2301,8 @@ void Game::updatestate(void)
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}
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break;
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case 3011:
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setstate(3070, 0);
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setstate(3070);
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setstatedelay(0);
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break;
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case 3020:
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@ -2349,7 +2343,8 @@ void Game::updatestate(void)
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}
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break;
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case 3025:
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setstate(3070, 0);
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setstate(3070);
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setstatedelay(0);
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break;
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case 3040:
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@ -2389,7 +2384,8 @@ void Game::updatestate(void)
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}
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break;
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case 3045:
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setstate(3070, 0);
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setstate(3070);
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setstatedelay(0);
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break;
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case 3050:
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@ -2496,7 +2492,8 @@ void Game::updatestate(void)
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}
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break;
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case 3065:
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setstate(3070, 0);
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setstate(3070);
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setstatedelay(0);
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break;
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@ -2790,7 +2787,8 @@ void Game::updatestate(void)
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{
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unlockAchievement("vvvvvvmaster"); //bloody hell
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unlocknum(20);
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setstate(3520, 0);
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setstate(3520);
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setstatedelay(0);
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}
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else
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{
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@ -2943,7 +2941,7 @@ void Game::updatestate(void)
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break;
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}
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case 4003:
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state++;
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state = 0;
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statedelay = 0;
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teleport_to_new_area = true;
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unlockstate();
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@ -161,8 +161,6 @@ public:
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void setstate(int gamestate);
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void setstate(int gamestate, int delay);
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void incstate();
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void setstatedelay(int delay);
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@ -2632,7 +2632,8 @@ static void mapmenuactionpress(const bool version2_2)
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}
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//which teleporter script do we use? it depends on the companion!
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game.setstate(4000, 0);
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game.setstate(4000);
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game.setstatedelay(0);
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game.lockstate();
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}
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break;
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