diff --git a/desktop_version/src/Entity.cpp b/desktop_version/src/Entity.cpp index 7b97d0f3..0b42bae1 100644 --- a/desktop_version/src/Entity.cpp +++ b/desktop_version/src/Entity.cpp @@ -2506,7 +2506,7 @@ bool entityclass::updateentities( int i ) else if (entities[i].state == 2) { entities[i].life--; - if (entities[i].life % 3 == 0) entities[i].tile++; + if (entities[i].life % 3 == 0) entities[i].walkingframe++; if (entities[i].life <= 0) { disableblockat(entities[i].xp, entities[i].yp); @@ -2524,19 +2524,19 @@ bool entityclass::updateentities( int i ) createblock(0, entities[i].xp, entities[i].yp, 32, 8); entities[i].state = 4; entities[i].invis = false; - entities[i].tile--; + entities[i].walkingframe--; entities[i].state++; entities[i].onentity = 1; } else if (entities[i].state == 5) { entities[i].life+=3; - if (entities[i].life % 3 == 0) entities[i].tile--; + if (entities[i].life % 3 == 0) entities[i].walkingframe--; if (entities[i].life >= 12) { entities[i].life = 12; entities[i].state = 0; - entities[i].tile++; + entities[i].walkingframe++; } } break; @@ -3593,6 +3593,9 @@ void entityclass::animateentities( int _i ) break; } break; + case 2: //Disappearing platforms + entities[_i].drawframe = entities[_i].tile + entities[_i].walkingframe; + break; case 11: entities[_i].drawframe = entities[_i].tile; if(entities[_i].animate==2) diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index 91b26542..a1ed2669 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -418,21 +418,6 @@ void gamelogic(void) } if (!entitygone) obj.entities[i].state = 4; } - else if (map.finalstretch && obj.entities[i].type == 2) - { - //for the final level. probably something 99% of players won't see. - bool entitygone = false; - while (obj.entities[i].state == 2) - { - entitygone = obj.updateentities(i); - if (entitygone) - { - i--; - break; - } - } - if (!entitygone) obj.entities[i].state = 4; - } else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15) { //if playing SWN, get the enemies offscreen.