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Remove remnants of entity 'active' conditionals
In the previous commit, if an if-statement consisted solely of checking the active attribute of an entity, I temporarily changed it to 'true' and put a comment to remove it later, because it would add too much noise to unindent everything in the same commit.
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2 changed files with 1595 additions and 1615 deletions
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@ -194,15 +194,12 @@ void entityclass::swnenemiescol( int t )
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{
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//change the colour of all SWN enemies to the current one
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for (size_t i = 0; i < entities.size(); i++)
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{
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if (true) // FIXME: remove this later (no more 'active')
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{
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if (entities[i].type == 23)
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{
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entities[i].colour = swncolour(t);
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}
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}
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}
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}
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void entityclass::gravcreate( int ypos, int dir, int xoff /*= 0*/, int yoff /*= 0*/ )
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@ -2233,8 +2230,6 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
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bool entityclass::updateentities( int i )
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{
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if(true) // FIXME: remove this later (no more 'active')
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{
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if(entities[i].statedelay<=0)
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{
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switch(entities[i].type)
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@ -3393,15 +3388,12 @@ bool entityclass::updateentities( int i )
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entities[i].statedelay = 0;
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}
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}
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}
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return true;
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}
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void entityclass::animateentities( int _i )
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{
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if(true) // FIXME: remove this later (no more 'active')
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{
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if(entities[_i].statedelay < 1)
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{
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switch(entities[_i].type)
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@ -3759,7 +3751,6 @@ void entityclass::animateentities( int _i )
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//entities[_i].statedelay--;
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if (entities[_i].statedelay < 0) entities[_i].statedelay = 0;
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}
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}
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}
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bool entityclass::gettype( int t )
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@ -4182,8 +4173,6 @@ float entityclass::hplatformat()
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{
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//Returns first entity of horizontal platform at (px, py), -1000 otherwise.
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for (size_t i = 0; i < entities.size(); i++)
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{
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if (true) // FIXME: remove this later (no more 'active')
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{
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if (entities[i].rule == 2)
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{
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@ -4207,7 +4196,6 @@ float entityclass::hplatformat()
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}
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}
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}
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}
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return -1000;
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}
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@ -4657,7 +4645,6 @@ void entityclass::customwarplinecheck(int i) {
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//Turns on obj.customwarpmodevon and obj.customwarpmodehon if player collides
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//with warp lines
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if (true) { // FIXME: remove this later (no more 'active')
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//We test entity to entity
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for (int j = 0; j < (int) entities.size(); j++) {
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if (i != j) {//Active
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@ -4678,14 +4665,11 @@ void entityclass::customwarplinecheck(int i) {
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}
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}
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}
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}
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}
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void entityclass::entitycollisioncheck()
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{
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for (size_t i = 0; i < entities.size(); i++)
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{
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if (true) // FIXME: remove this later (no more 'active')
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{
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//We test entity to entity
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for (size_t j = 0; j < entities.size(); j++)
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@ -4877,7 +4861,6 @@ void entityclass::entitycollisioncheck()
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}
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}
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}
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}
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//can't have the player being stuck...
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int j = getplayer();
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@ -1825,8 +1825,6 @@ void mapclass::loadlevel(int rx, int ry)
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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if (true) //FIXME: remove this later (no more 'active')
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{
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if (obj.entities[i].type == 1 && obj.entities[i].behave >= 8 && obj.entities[i].behave < 10)
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{
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@ -1847,7 +1845,6 @@ void mapclass::loadlevel(int rx, int ry)
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}
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}
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}
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}
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//Special scripting: Create objects and triggers based on what crewmembers are rescued.
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if (!finalmode)
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