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2855 commits

Author SHA1 Message Date
Misa
6767249558 Prevent losing level data with rollcredits
When rollcredits is ran during in-editor playtesting, all unsaved data
is lost. To prevent this, just return to the editor if rollcredits is
ran, with a note saying "Rolled credits".
2021-06-11 15:30:29 -07:00
Misa
47460143e2 Fix being able to see box corners on map screen with custom graphics
The text box drawn at the bottom of the map screen isn't wide enough, so
it's possible to see the corners on the right side of the text box if
you have custom graphics like I do.

The solution is to increase the width of the text box by one tile.
2021-06-11 15:07:08 -07:00
Misa
74bbf45fa7 Play Viridian squeak when updating controller keybinds
For consistency, the Viridian squeak is now played whenever the user
updates their controller keybinds.
2021-06-11 12:56:07 -07:00
Misa
d25243943e Save settings after changing controller keybind
The game automatically writes settings to disk after any other setting
is changed, so it should do the same whenever the user changes
controller keybinds.
2021-06-11 12:54:36 -07:00
Misa
1ccf85a260 Play Viridian squeak when editing level desc fields
For consistency, the Viridian squeak will now play whenever you start
editing a level description field, or finish editing it (either by
pressing Esc or Enter).
2021-06-11 12:52:28 -07:00
Misa
96660cd235 Add zip structure checks for user friendliness
If a level zip is named LEVELNAME.zip, the level file inside it must
also be named LEVELNAME.vvvvvv, else custom assets won't work.

This is because when we mount the zip file, we simply add
LEVELNAME.vvvvvv to the levels directory. Then whenever we load
LEVELNAME.vvvvvv, we look at the filename, remove the extension, and
look for the assets inside the zip of the same name, LEVELNAME.zip.

As a result, if someone were to make a level zip with assets but
mismatch the filename, the assets wouldn't load. Furthermore, if someone
were to add extra levels in the same zip, they wouldn't have any assets
load for them as well, which could be confusing.

To make things crystal-clear to the user, we now filter out any zips
that have incorrect structures like that, and print a message to the
terminal. Unfortunately nothing gets shown for non-terminal users, but
at least doing this and filtering out the zips is less confusing than
letting them through but with the issues mentioned above.
2021-05-25 15:23:34 -04:00
Misa
153a5c4c3a Factor out "between" calculation to macro and func
FILESYSTEM_mountAssets() has a big comment describing the magic numbers
needed to grab FILENAME from a string that looks like
"levels/FILENAME.vvvvvv".

Instead of doing that (and having to write a comment every time the
similar happens), I've written a macro (and helper function) instead
that does the same thing, but clearly conveys the intent.

I mean, just look at the diff. Using VVV_between() is much better than
having to read that comment, and the corresponding SDL_strlcpy().
2021-05-25 15:23:34 -04:00
Misa
29d2637abd Factor out UNUSED macro to header file
This is so it can be used in other files without having to copy-paste
the define.
2021-05-25 15:23:34 -04:00
Misa
3bcb6938f7 Factor out base 36 generation to separate function
This is so it can be reused without having to copy-paste.

generateBase36() is guaranateed to completely initialize and
null-terminate the buffer that is passed in.
2021-05-25 15:23:34 -04:00
Terry Cavanagh
766782da5d
Merge pull request #749 from InfoTeddy/general-bug-fixes-2
Fix tower camera invincibility inconsistencies
2021-05-25 13:05:07 +10:30
Misa
417b7d656d Set newxp/newyp when creating player
This fixes a bug where the player's y-position would be incorrect if
they loaded a save that was on a conveyor and it was their first time
loading in since the game was opened.

This is because on the first load, the game creates a new player entity,
but on subsequent loads, the game re-uses the player entity. Subsequent
loads use mapclass::resetplayer(), which already has the newxp/newyp
fix, but as for the first time, the game does not set newxp/newyp.

So just set newxp/newyp, like in mapclass::resetplayer().
2021-05-24 09:50:01 -04:00
Ethan Lee
73c1c9a798 Revert "Change final stretch song to Piercing the Sky"
Upon further discussion it was decided to keep the soundtrack as originally
shipped, instead of changing it after the fact.

This reverts commit cf51379097.
2021-05-20 23:01:43 -04:00
Misa
8b3c805bc0 Fix Super Gravitron pattern oversight
There is a pattern in the Super Gravitron that is meant to "staircase",
similar to the Gravitron in Intermission 2. Something like:

[]
     []
          []
               []             []
                    []   []

Unfortunately, due to an oversight, this pattern can only ever produce 1
square or 4 squares, which look out of place.

Both gravitrons are state machines (of course). States 20 and 21 in the
Super Gravitron are this staircase pattern (state 20 spawns the squares
on the left, state 21 spawns the squares on the right).

The only way states 20 and 21 can be reached is through state 1, and the
only way state 1 can be reached is through state 3. The only way state 3
can be reached is through states 28, 29, 30, and 31.

In states 20 and 21, the variable used to keep track of the amount of
squares spawned is swnstate4. However, states 28, 29, 30, and 31 all end
up using swnstate4, and at the end of states 28 and 29, swnstate4 will
be 7, and at the end of states 30 and 31, swnstate4 will be 3. This
means if we go to states 20 and 21 after coming from states 28 and 29,
we will only get 1 square, and if we go to states 20 and 21 after coming
from states 30 and 31, we will only get 4 squares.

This can be clearly filed under a failure to reset appropriate state.

What's the solution here? Just reset swnstate4 in state 3, so there will
be 7 squares, as intended. This also fixes the bug for state 22 as well,
which is affected in the same manner.
2021-05-20 20:57:56 -04:00
Misa
448e34e878 Save showtargets to main game save files
This fixes an oversight that could lead to confusion by the player.

showtargets is the variable that shows all unexplored teleporters on the
map as a question mark, so players know where to head to to make
progress. However, it previously was not directly saved to the main game
file. Instead, it would be set to true if flag 12 was turned on in the
save file.

How well does flag 12 correlate with showtargets?

Well, the script that turns on showtargets (bigopenworld and
bigopenworldskip) doesn't turn it on. Neither does completing Space
Station 1.

This flag is only turned on when the player activates Violet's activity
zone for the first time.

Therefore, it's entirely possible that a new player could complete Space
Station 1, then save their game, and come back to resume playing later.
When they do come back, the question marks that Violet told them about
won't show up on the minimap, and they'll be confused. They may not know
where to go.

And it is completely unintuitive for them to know that in order to get
the question marks to show up again, they have to not only talk to
Violet, but then save the game again, and reload the save. Especially
since the question marks only show up after you reload the save, and not
when you talk to Violet (because flag 12 is only a proxy for
showtargets, not the actual variable itself).

So what's the solution? Just save showtargets to the save file directly.
2021-05-20 19:56:25 -04:00
Misa
bc382a4985 Fix tower camera invincibility inconsistencies
If you have invincibility enabled, the tower camera behavior is
inconsistent.

In ascending towers, you can "push" the camera upwards; however you
cannot push it downwards; at least it stays still when it comes up to
you if you stay still. In descending towers, the camera moves quicker
when you're at the bottom of the screen, but it's slower than your
falling speed and quickly loses sight of you; the camera can be pushed
upwards; unfortunately it also does a "bumping" motion if you're
standing still when the camera reaches you, which gets real annoying and
isn't particularly pleasant to look at.

There are two problems, so this does two fixes:

1. Pushing the camera now applies the appropriate counter-offset
   depending on the direction of the tower. You can now push the camera
   downwards in ascending towers.

2. To fix the "bumping" when the camera reaches you if you stand still,
   there are now a 8-pixel-high "gray areas" at the top and bottom of
   the screen where the camera simply won't move if you're in them.

Doing these camera offsets instead of simply canceling the movement if
the player is offscreen is a bit ugly... but it works for now.
2021-05-19 00:26:47 -07:00
Terry Cavanagh
330162d1cb
Merge pull request #743 from InfoTeddy/general-improvements
Separate pressing Enter to open map from pressing Enter to interact
2021-05-19 17:54:52 +10:30
Misa
4fa435f784 Separate pressing Enter to open map from pressing Enter to interact
This is a lot of copy-pasted code, but a little bit of copy-pasting
never hurt anyone...

The keybind to interact with activity zones and teleporters is now
separate from the keybind to open the map, or return to the editor from
in-editor playtesting, or restart a time trial. The keybind is now E,
and the default controller bind is X. No controller button prompts, but
the game didn't have controller button prompts anyways, so whatever.

Doing this now because if people's muscle memory are going to be broken
by not being able to spam the map keybind anymore, at least we can help
a bit by changing the keybind so they can keep spamming it - their
muscle memory is going to be broken anyways.

This option has to be enabled by going to the speedrunner menu options
and selecting "interact button". It is disabled by default.

All prompt text needs to be string-interpolated every time they are
drawn, because it is possible for people to change which interact button
they use in the middle of gameplay, via the in-game options.

Closes #736.
2021-05-19 00:04:00 -07:00
Misa
92416cd910 Don't update crewmate colors in text boxes every deltaframe
Colors in over-30-FPS mode shouldn't be updating every deltaframe;
mostly to ensure determinism between switching 30-mode and over-30 mode.
I'm going to overhaul RNG in 2.4 anyway, but right now I'm going to fix
this because I missed it.

The RNG of each special text box is stored in a temporary variable on
the text box itself, and only updated if the color uses it (hence the
big if-statement). Lots of code duplication, but this is acceptable for
now.
2021-05-18 21:17:06 -04:00
Terry Cavanagh
d749e7e6e8
Merge pull request #682 from InfoTeddy/general-bug-fixes-4
Add finalmode check to drawfinalmap call
2021-05-17 18:56:32 +10:30
Terry Cavanagh
569403b7e2
Merge pull request #681 from InfoTeddy/general-bug-fixes-3
Remove final_colorframe assignments when entering minitowers
2021-05-17 18:55:52 +10:30
Misa
cf51379097 Change final stretch song to Piercing the Sky
After the dimension destabilizes, the song that plays is Positive Force.
Which has already been played twice in the game at that point (first in
Tower, then in the Gravitron). Since Piercing the Sky is unused, why not
play a song that the player hasn't heard before? It would also be
musically fitting for the scenario.

The song gets played in two places - one for if you have cutscenes
enabled, and one for if you don't - so we just need to change both of
them.

I asked Terry in Discord DMs if he wanted this change and he approved of
it.
2021-05-17 02:02:44 -04:00
Misa
f31b57a6fc Fix deltaframe glitch when spawning No Death Mode trophy
If you have completed No Death Mode, and entered the Master of the
Universe trophy room in the Secret Lab in over-30-FPS mode, it would
appear to start at one position before quickly zipping to another during
the deltaframes.

This is because it updates its position after the initial assignments of
lerpoldxp/lerpoldyp in entityclass::createentity().

Other entities do this too, and what's been done for them is to
copy-paste the lerpoldxp/lerpoldyp updates alongside the xp/yp updates.
However, instead of single-case patching this deltaframe glitch, I've
opted to fix ALL cases by simply moving the lerpoldxp/lerpoldyp
assignments to the end of the function, guaranteeing that all entities
that update their position after the initial assignment in the function
will not have any deltaframe glitches.

Of course, there's still the duplicate lerpoldxp/lerpoldyp updates in
entityclass::updateentities()... I'm not sure what to do about those.
2021-05-16 22:40:16 -04:00
Terry Cavanagh
85bd009dce
Merge pull request #758 from InfoTeddy/general-bug-fixes
Allow using Esc in Super Gravitron quit menu
2021-05-15 08:08:54 +10:30
Misa
21dc90dd0e Fix 1-frame glitch returning from in-game options with Flip Mode on
If you had Flip Mode enabled when exiting from in-game options, the game
would flash the in-game options menu as flipped for 1 frame before
returning to the pause menu.

To fix this, just defer the Flip Mode variable assignment to be done at
the end of the frame.
2021-05-11 23:09:23 -04:00
Misa
884d562a63 Allow using Esc in Super Gravitron quit menu
This is a small quality-of-life fix in the same vein as allowing the
player to press Esc in the teleporter menu (which they weren't able to
do in 2.2, either).
2021-05-06 11:58:38 -07:00
Misa
3c5ee78e8a Add finalmode check to drawfinalmap call
This fixes the finalstretch tile shifting persisting if you return to
the main dimension and final_colormode isn't reset properly.

It's possible to do so in the main game by using a teleporter in
finalmode while having the Intermission 1 or 2 companion active.

For custom levels, level makers can make a setup that automatically
turns on finalstretch, goes to finalmode, and then returns to the main
dimension. The only thing being... as a level maker myself, this tile
shifting REALLY doesn't seem useful (and no one has ever used it because
the setup to do so hadn't really been found or documented until this
year). For one, the exact shift is randomized every time (there's an
fRandom() call to cycle the colors). For two, it goes away after the
player saves and reloads the level. And for three, it doesn't animate
like it does in finalmode (this is the biggest reason IMO).

Nevertheless, I've decided to keep support for this in custom levels, in
case someone in the future does want to use it and is okay with the
limitations.
2021-05-03 19:40:15 -07:00
Misa
a714a01e3e Remove final_colorframe assignments when entering minitowers
There's a bit of inconsistency with how long each color lasts for during
final stretch. Initially, each color lasts for 40 frames, but when you
enter either of the minitowers, the color switches to lasting for 15
frames only. This is because a final_colorframe of 1 makes it go for 40
frames, but a final_colorframe of 2 makes it go for 15 frames - and
final_colorframe gets set to 2 whenever you enter a minitower.

This seems like an oversight because (1) final_colorframe doesn't affect
anything inside the minitower, (2) final_colorframe doesn't get saved to
the save file and always gets set to 1 if your save file has
finalstretch set to true, so saving and reloading will set the colors
back to 40 frames each, and (3) final_colorframe doesn't get set back to
1 when leaving the minitowers.
2021-05-03 19:40:07 -07:00
Misa
673699cef5 Enable returning to Secret Lab immediately from Super Gravitron
When you enter the Super Gravitron, you have to wait until the Super
Gravitron actually starts before being able to press Enter to return to
the Secret Lab. This is annoying if you just want to get back to the
Secret Lab. So, I've made it so the press-Enter-to-return functionality
is enabled from the moment that the Super Gravitron starts.
2021-05-03 22:38:32 -04:00
Misa
52dc914a31 Don't allow setting best game deaths in custom levels
Custom levels shouldn't touch main game save data, and best game deaths
is no exception.

I also added a MAKEANDPLAY ifdef just to be safe.
2021-05-03 22:33:21 -04:00
Misa
a52547b60d Don't allow setting Super Gravitron records in custom levels
Custom levels shouldn't affect main game save data, and Super Gravitron
records are no exception.

I also added MAKEANDPLAY ifdefs just to be safe.
2021-05-03 22:33:21 -04:00
Misa
4e0484553d Move Secret Lab nocompetitive check to Super Gravitron
It turns out, despite the game attempting to prevent you from using
invincibility or slowdown in the Super Gravitron by simply preventing
you from entering the Secret Lab from the menu, it's still possible to
enter the Super Gravitron with it anyways. Just have invincibility or
slowdown (or both!) enabled, enter the game normally, and talk to
Victoria when you have 20 trinkets, to start the epilogue cutscene.

Yeah, that's a pretty big gaping hole right there...

It's also possible to do a trick that speedrunners use called
telejumping to the Secret Lab to bypass the invincibility/slowdown
check, too.

So rather than single-case patch both of these, I'm going to fix it as
generally as possible, by moving the invincibility/slowdown check to the
gamestate that starts the Super Gravitron, gamestate 9. If you have
invincibility/slowdown enabled, you immediately get sent back to the
Secret Lab. However, this check is ignored in custom levels, because
custom levels may want to use the Super Gravitron and let players have
invincibility/slowdown while doing so (and there are in fact custom
levels out in the wild that use the Super Gravitron; it was like one of
the first things done when people discovered internal scripting).

No message pops up when the game sends you back to the Secret Lab, but
no message popped up when the Secret Lab menu option was disabled
previously in the first place, so I haven't made anything WORSE, per se.

A nice effect of this is that you can have invincibility/slowdown
enabled and still be able to go to the Secret Lab from the menu. This is
useful if you just want to check your trophies and leave, without having
to go out of your way to disable invincibility/slowdown just to go
inside.
2021-05-03 22:32:06 -04:00
Misa
b3c2f56c79 Factor out slowdown/invincibility conds to function
This factors out the slowdown and invincibility conditionals to a
function. This means less copy-pasted code, and it also conveys intent
(that we don't want to allow competitive options if we have either of
these cheats enabled).

This function isn't implemented in the header because then we would have
to include Map.h for map.invincibility, and transitive includes are
evil. Although, map.invincibility ought to be on Game instead (it was
only mapclass due to 2.2-and-previous argument passing), but that's a
bunch of variable reshuffling that can be done later.
2021-05-03 22:32:06 -04:00
Misa
96488d27c8 Factor out Secret Lab/Time Trial/NDM conds to function
They are now factored out to an inline function named incompetitive().
This is so their usage can be changed without having to change each
individual one in every place. This also clarifies the intent of using
these conditionals (they are for when we're in a "competitive" mode).
2021-05-03 22:32:06 -04:00
Misa
9f603ea3fe Consolidate tower BG bypos and bscroll assignments
Tower backgrounds have a bypos and bscroll. bypos is just the y-position
of the background, and bscroll is the amount of pixels to scroll the
background by on each frame, which is used to scroll it (if it's not
being redrawn) and for linear interpolation.

For the tower background (and not the title background), bypos is
map.ypos / 2, and bscroll is (map.ypos - map.oldypos) / 2. However,
usually bscroll gets assigned at the same time bypos is incremented or
decremented, so you never see that calculation explicitly - except in
the previous commit, where I worked out the calculation because the
change in y-position isn't a known constant.

Having to do all these calculations every time introduces the
possibility of errors where you forget to do it, or you do it wrongly.
But that's not even the worst; you could cause a linear interpolation
glitch if you decide to overwrite bscroll without taking into account
map.oldypos and map.ypos.

So that's why I'm adding a function that automatically updates the tower
background, using the values of map.oldypos and map.ypos, that is used
every time map.ypos is assigned. That way, we have to write less code,
you can be sure that there's no place where we forget to do the
calculations (or at least it will be glaringly obvious) or we do it
wrongly, and it plays nicely with linear interpolation. This also
replaces every instance where the manual calculations are done with the
new function.
2021-04-30 05:31:47 -04:00
Misa
5c3fbd0022 Fix background smearing pushing tower camera with invincibility
If you have invincibility enabled and push the camera, the background
would smear. This is because the game doesn't calculate the proper
bscroll and bypos of the tower background, and also doesn't end up
redrawing it.

We do both these things now, so this is fixed.
2021-04-30 05:31:47 -04:00
Misa
7c55b449e0 Fix two places with map.oldypos not being assigned
These places didn't assign map.oldypos when they assigned map.ypos. This
could have only resulted in visual glitches, but it's good to be
consistent and proactively fix these.
2021-04-30 05:31:47 -04:00
Misa
6e9fc8e923 Call Mix_VolumeMusic() when playing tracks 0 and 7
This fixes issues where they would be silent for 1 frame due to frame
ordering, resulting in a weird-sounding beginning of these tracks due to
a lack of attack (in the musical sense).

This is similar to the issue where tracks fading in would suddenly be
loud for 1 frame, again due to frame ordering.
2021-04-27 20:33:44 -04:00
Misa
cd38d2ca12 Reset fade booleans when starting music
This fixes issues with music playing, only for it to fade out
afterwards. This happened if tracks 0 or 7 were played after fading out,
because playing other tracks reset the fade booleans (by calling a
fade-in), but not tracks 0 or 7.
2021-04-27 20:33:44 -04:00
Misa
1f5835c985 Fix fade volume durations being incorrect
The previous fade system used only one variable, the amount of volume to
fade per frame. However, this variable was an integer, meaning any
decimal portion would be truncated, and would lead to a longer fade
duration than intended.

The fade per volume is calculated by doing MIX_MAX_VOLUME / (fade_ms /
game.get_timestep()). MIX_MAX_VOLUME is 128, and game.get_timestep() is
usually 34, so a 3000 millisecond fade would be calculated as 128 /
(3000 / 34). 3000 / 34 is 88.235..., but that gets truncated to 88, and
then 128 / 88 becomes 1.454545..., which then gets truncated to 1. This
essentially means 1 is added to or subtracted from the volume every
frame, and given that the max volume is 128, this means that the fade
lasts for 128 frames. Now, instead of the fade duration lasting 3
seconds, the fade now lasts for 128 frames, which is 128 * 34 / 1000 =
4.352 seconds long.

This could be fixed using floats, but when you introduce floats, you now
have 1.9999998 problems. For instance, I'm concerned about
floating-point determinism issues.

What I've done instead is switch the system to use four different
variables instead: the start volume, the end volume, the total duration,
and the duration completed so far (called the "step"). For every frame,
the game interpolates which value should be used based on the step, the
total duration, and the start and end volumes, and then adds the
timestep to the step. This way, fades will be correctly timed, and we
don't have potential determinism issues.

Doing this also fixes inaccuracies with the game timestep changing
during the fade, since the timestep is only used in the calculation
once at the beginning in the previous system.
2021-04-27 20:33:44 -04:00
Misa
801ac995e2 Fix VVVVVV-Man not warping horizontally
To exclude gravitron squares, the game excluded all entities whose
`size` was 12 or higher. The `size` of the player when they transform
into VVVVVV-Man is 13.

We have already inadvertently fixed VVVVVV-Man not warping vertically in
2.2. This was done with the previous room transition/warping code
refactors; the gravitron square conditionals were simply excluded from
the vertical warp code, because there's no situation where there would
ever be a gravitron square outside the screen vertically.

As with making rescuable crewmates warpable, I have yet to ever see
people use VVVVVV-Man in a custom level. It's not like they would want
to use it anyway; VVVVVV-Man is really, really buggy. And it's probably
better to make it less buggy, starting with this commit.

That being said, VVVVVV-Man's collision when warping horizontally is
really janky, so I still wouldn't use it.
2021-04-27 02:46:33 -04:00
Misa
78c319c34d Fix rescuable crewmates not warping
The game excluded every entity whose `type` was 50 or higher. The `type`
of rescuable crewmates is 55.

Could some levels be broken by this behavior? Unlikely; without warping,
the crewmates would end up falling out of the room and would become
unrescuable. So this is more likely to fix than to break.

But more importantly, *no one knows that rescuable crewmates don't
warp*. If anyone would know, it would be me, because I've been in the
custom levels community for over 7 years - and yet, during that time, I
have not seen anyone run into this corner case. If they did, I would
remember! This implies that people simply have never thought about
putting rescuable crewmates in places where they would warp - or they
have, ran into this issue, and worked around it.

With those two reasons, I'm comfortable fixing this inconsistency.
2021-04-27 02:46:33 -04:00
Misa
0e167a27d1 Unindent room wrap for-loops from previous commit
Unindenting is done in a separate commit due to diff noise.
2021-04-27 02:46:33 -04:00
Misa
29ff47cacb Invert and use continue in room wrap for-loops
This saves one indentation level. I also fixed the comments a bit
(multiline instead of single-line, "gravitron squares" instead of "SWN
enemies", also commented the player exclusion from horizontal wrapping
in vertically-wrapping rooms).
2021-04-27 02:46:33 -04:00
Misa
285fc24513 Clean up style of room wrap for-loops
They no longer mix code and declarations and now use a pre-increment.
2021-04-27 02:46:33 -04:00
Misa
53b3811a4d Move graphic options menu update to toggleFullScreen
This fixes a bug where using the fullscreen toggle keybind (Alt+Enter,
Alt+F, or F11) wouldn't update the color of the "resize to nearest" menu
option. The color doesn't functionally change anything - the option
still won't work, and will still have the message telling you that you
need to be in windowed mode when you move your menu selection to it -
but it's an easy inconsistency to fix; just move the menu recreation in
to Screen::toggleFullScreen() itself.
2021-04-22 19:42:32 -04:00
Misa
960bd4a519 Add NULL checks and asserts to graphic options
The game dereferences graphics.screenbuffer without checking it first...
it's unlikely to happen, but the least we can to do be safe is to add a
check and assert here.
2021-04-22 19:42:32 -04:00
Misa
0fc17ec277 Fix only removing duplicate script names from script name list
If there were two scripts with the same name, removing one of them would
only remove the other script from the script name list, and not also
remove the contents of said script - leading to a desync in state, which
is probably bad.

Fixing this isn't as simple as removing the break statement - I either
also have to decrement the loop variable when removing the script, or
iterate backwards. I chose to iterate backwards here because it
relocates less memory than iterating forwards.
2021-04-20 17:34:49 -04:00
Misa
779a48dbb4 Remove use of <algorithm> from editor.cpp
No need to use it when good ol' loops work just fine.

Iterating backwards is correct here, in case there happen to be more
than one of the item in the vectors, and also to minimize the amount of
memory that needs to be relocated.
2021-04-20 17:34:49 -04:00
Misa
b2c6c08621 Quote CMAKE_CXX_FLAGS
Otherwise this would result in multiple input arguments to the regex
instead of just one. Similar to shell scripting.
2021-04-20 14:22:53 -04:00
Misa
370e53f4d3 Draw minimap.png if it is mounted
This is a simple change - we draw minimap.png, instead of the generated
custom map, if it is a per-level mounted custom asset.

Custom levels have already been able to utilize minimap.png, but it was
limited - they could do gamemode(teleporter) in a script, and that would
show their customized minimap.png, but it's not like the player could
look at it during gameplay.

I would have done this earlier if I had figured out how to check if a
specific asset was mounted or not.
2021-04-19 10:08:38 -04:00