It's better to do INBOUNDS_VEC(i, obj.entities) instead of 'i > -1'.
'i > -1' is used in cases like obj.getplayer(), which COULD return a
sentinel value of -1 and so correct code will have to check that value.
However, I am now of the opinion that INBOUNDS_VEC() should be used and
isn't unnecessary.
Consider the case of the face() script command: it's not enough to check
i > -1, you should read the routine carefully. Because if you look
closely, you'll see that it's not guaranteed that 'i' will be initialized
at all in that command. Indeed, if you call face() with invalid
arguments, it won't be. And so, 'i' could be something like 215, and
that would index out-of-bounds, and that wouldn't be good. Therefore,
it's better to have the full bounds check instead of checking only one
bounds. Many commands are like this, after some searching I can also
name position(), changemood(), changetile(), changegravity(), etc.
It also makes the code more explicit. Now you don't have to wonder what
-1 means or why it's being checked, you can just read the 'INBOUNDS' and
go "oh, that checks if it's actually inbounds or not".
Instead of having two separate functions to move entities along vertical
moving platforms, one for the player and one for the supercrewmate, they
have been consolidated into one function.
So, I was staring at VVVVVV code one day, as I usually do, and I noticed
that warp lines had this curious code in entityclass::updateentities()
that set their statedelay to 2, and I thought, hm, maybe the pre-2.1
warp line bypass is caused by this statedelay. And, it doesn't seem like
this is the primary code used to detect if the player collides with warp
lines, the actual code is commented with "Rewritten system for mobile
update" and bolted-on in gamelogic() instead of properly being in
entityclass::entitycollisioncheck().
So, after getting tripped up on the misleading indentation of that
"Rewritten system" block, I removed the rewritten system, re-added
collision detection for rule 7 (horizontal warp lines), and after
checking the resulting behavior, it appears to be nearly identical to
that of warp lines in 2.0.
You see, if you use warp lines to flip up from the top of the screen
onto the bottom of the screen, close to the edge of the bottom of the
screen, Viridian's head will display on the top of the screen in 2.0. In
2.1 and later, this doesn't happen, confirming that my theory is
correct. I also performed warp line bypass multiple times in 2.0 and
with my restored code, and it is pretty much the exact same behavior.
So now, the pre-2.1 warp line bypass glitch has been re-enabled in
glitchrunner mode.
This misleading indentation makes it really easy to misanalyze this
block as only containing the statements up to obj.customwarplinecheck(),
when in reality it contains everything up to the modifying of
map.warpx/map.warpy. I have made this misanalysis just now in my attempt
to figure out the pre-2.1 warp line bypass glitch, and I don't like it.
So I'm fixing this indentation now.
This moves the teleporter, activity prompt, and trophy text "don't draw"
conditionals to the part where the game checks collision with them,
instead of whenever the game draws them.
This makes it so that the game smoothly does the fade-in/fade-out
animation instead of suddenly stopping rendering them whenever their
"don't draw" conditions apply. Now, the "Press ENTER to activate
terminal" prompt will no longer suddenly disappear whenever you activate
one, and the "- Press ENTER to Teleport -" prompt will smoothly fade
back in after teleporting, instead of suddenly popping in on screen.
Achievements could be unlocked in custom levels/make and play, so this adds the wrapper function `game.unlockAchievement` which calls `NETWORK_unlockAchievement` if `map.custommode` is false.
Also, this function and `Game::unlocknum` have both been `ifdef`ed to be empty if MAKEANDPLAY is defined.
Otherwise, this would cause immense slowdown during the New Record
animation that plays when you die, as the game would be writing
unlock.vvv every frame.
To fix this, I just put it under the same if-guard as the
music.playef(), since the sound effect also only plays once. But I have
to watch out for frame ordering and make sure the record is actually set
before I call game.savestats(), and then of course I have to move
game.swnmessage = 1 over because that's the variable being checked in
the conditional.
Okay, so basically here's the include layout that this game now
consistently uses:
[The "main" header file, if any (e.g. Graphics.h for Graphics.cpp)]
[blank line]
[All system includes, such as tinyxml2/physfs/utfcpp/SDL]
[blank line]
[All project includes, such as Game.h/Entity.h/etc.]
And if applicable, another blank line, and then some special-case
include screwy stuff (take a look at editor.cpp or FileSystemUtils.cpp,
for example, they have ifdefs and defines with their includes).
Including a header file inside another header file means a bunch of
files are going to be unnecessarily recompiled whenever that inner
header file is changed. So I minimized the amount of header files
included in a header file, and only included the ones that were
necessary (system includes don't count, I'm only talking about includes
from within this project). Then the includes are only in the .cpp files
themselves.
This also minimizes problems such as a NO_CUSTOM_LEVELS build failing
because some file depended on an include that got included in editor.h,
which is another benefit of removing unnecessary includes from header
files.
So, originally, I wanted to keep them on Game, but it turns out that if
I initialize it in Game.cpp, the compiler will complain that other files
won't know what's actually inside the array. To do that, I'd have to
initialize it in Game.h. But I don't want to initialize it in Game.h
because that'd mean recompiling a lot of unnecessary files whenever
someone gets added to the credits.
So, I moved all the patrons, superpatrons, and GitHub contributors to a
new file, Credits.h, which only contains the list (and the credits max
position calculation). That way, whenever someone gets added, only the
minimal amount of files need to be recompiled.
This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.
Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.
That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.
So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.
And with all that work, the two-frame (now three-frame) delay is fixed.
To fix this annoying flicker (which, btw, took me WAY too long to do), I
had to introduce yet another kludge variable to signal that the
horizontal/vertical warp background should be re-initialized on the
pause screen.
I think I could technically keep the 'graphics.backgrounddrawn = false;'
in maplogic() and remove the 'graphics.backgrounddrawn = false;' in
Game::returntopausemenu(), but I'm keeping that other one around because
it doesn't hurt and just as a general precaution and safety measure.
Well this is a bit annoying. I can call graphics.updatetowerbackground()
just fine, but I have to get at the title color update routine inside
titlelogic(), which is hard-baked in. So I have to pull that code
outside of the function, export it in the header, and then call it when
I transition to TITLEMODE.
Like actual entities, editor ghost colors were updating every render
frame instead of logic frame. So just like actual entities, I added a
realcol attribute to them that editorrender() uses instead, and added
code to update said realcol attribute in editorlogic(). That way the
colors don't go by too quickly (especially the death color).
This is because due to the game loop changes in this over-30-FPS patch,
editorrender() can be called and undo graphics.backgrounddrawn being set
to false once again. Solution here is to make it so it keeps being set
to false until game.shouldreturntoeditor is turned off, which has also
been moved to editorlogic().
Currently it interpolates it based on the current state of game.swngame,
but when game.swngame changes the interpolation doesn't know that it has
JUST changed or anything. So add a kludge variable to fix this
off-by-one.
Otherwise it'll go by too quickly.
Also something subtle here - I didn't make it conditional on
game.advancetext, so now it'll still decrement even if you have
advancetext up.
This is because their oldxp wasn't being updated when they move (or
rather, teleport) and wrap around the screen.
These enemies are ZZT centipedes, but they're referred to as ASCII
snakes in comments in the code.
These colors were of the colors of each crewmate, the inactive crewmate
color, and the color of the trinket and clock on the quicksave/summary
screens.
These colors all used fRandom() and so kept updating too quickly because
they would be recalculated every time the delta-timestep render function
got called, which isn't ideal. Thus, I've had to add attributes onto the
Graphics class to store these colors and make sure they're only
recalculated in logic functions instead.
Thankfully, the color used for the sprites on the time trial results
screen doesn't use fRandom(), so I don't have to worry about those.
There's a new version of Graphics::drawsprite() that takes in a pre-made
color already, instead of a color ID. As well, I've also added
Graphics::updatetitlecolours() to update these colors on the title
screen.
Okay, so the problem here is that Graphics::setcol() is called right
before a sprite is drawn in a render function, but render functions are
done in deltatime, meaning that the color of a sprite keeps being
recalculated every time. This only affects sprites that use fRandom()
(the other thing that can dynamically determine a color is help.glow,
but that's only updated in the fixed-timestep loop), but is especially
noticeable for sprites that flash wildly, like the teleporter, trinket,
and elephant.
To fix this, we need to make the color be recalculated only in the
fixed-timestep loop. However, this means that we MUST store the color of
the sprite SOMEWHERE for the delta-timesteps to render it, otherwise the
color calculation will just be lost or something.
So each entity now has a new attribute, `realcol`, which is the actual
raw color used to render the sprite in render functions. This is not to
be confused with their `colour` attribute, which is more akin to a color
"ID" of sorts, but which isn't an actual color.
At the end of gamelogic(), as well as when an entity is first created,
the `colour` is given to Graphics::setcol() and then `realcol` gets set
to the actual color. Then when it comes time to render the entity,
`realcol` gets used instead.
Gravitron squares are a somewhat tricky case where there's technically
TWO colors for it - one is the actual sprite itself and the other is the
indicator. However, usually the indicator and the square aren't both
onscreen at the same time, so we can simply switch the realcol between
the two as needed.
However, we can't use this system for the sprite colors used on the
title and map screen, so we'll have to do something else for those.
Otherwise, the tile animations will go too fast. However, the overall
color cycling hasn't been going fast, since it was never in gamerender()
in the first place.
When you pressed and released ACTION to speed up the credits, the
credits position would end up being 1 frame off from the background.
This is due to the fact that we update the tower background after we
update the credits position, so this commit moves the tower background
update before the credits position update.
Incidentally enough, this de-duplicates the amount of times this code
has been copy-pasted from 4 times to 2.
Anyways, this makes it so the crew don't go lightning fast on the
summary screen, the NDM game-over screen, the NDM win screen, and the
pause screen in the main game. It was slightly hilarious seeing them go
really quickly, actually. It was like they were running away from a
giant monster or something.
Just to make sure it's extra smooth. Not that it will be noticeable, and
you can't access the Secret Lab in slowmode without modifying the game,
but it's nice to have this.
To make it real smooth, just in case it was noticeable that it only
updated at 1000/34 FPS before (well, except in slowmode, it's really
noticeable THERE).
Also this removes the re-typing out of (game.act_fade/10.0f) for every
single R, G, and B in gamerender().
Now it's really, really smooth. Except for like the last frame when it
goes down, which I sometimes didn't notice (but maybe it didn't happen
every time due to being lucky on the delta timesteps or something,
whatevs.)
Since "if (graphics.resumegamemode)" and "if (menuoffset > 0)" both do
the same thing, they've been combined with an "or" conjunction.
As well, the map.extrarow check in maplogic() has been refactored to use
a variable instead of duplicating the entire code block. Not that it
matters anyway, because the difference between 240 and 230 is only 10
pixels, far short of the 25 pixel increment that bringing the menu up
and down uses, and both 240 and 230 integer-divided by 25 have the same
non-remainder value of 9.
For some reason, it was put near the start of gamerender(), even though
since it handles edge-flipping it seems like it should be in the logic
function already.
This makes sure entity animations don't animate as fast as possible, and
also fixes edge-flipping on normal surfaces.
If you exited from the editor, custom assets would not be unmounted. But
I made sure to put the FILESYSTEM_unmountassets() before the
music.play(6) because otherwise the menu music wouldn't play.
You could also exit to the menu from a custom level using the
rollcredits() command, so I made sure to put a
FILESYSTEM_unmountassets() when returning to the menu from the credits
as well. I also made sure to put it before the music.playef(18) so
there's no risk of the sound effect not playing properly, or not playing
the non-level-specific one.
I added a comment to both FILESYSTEM_unmountasset()s to make sure anyone
reading the code is aware of the frame order dependency.
And this the function with the least amount of cases where its sentinel
value is used unchecked. Thankfully. obj.getplayer() was a bit of a slug
to get through.
obj.getplayer() can return -1, which can cause out-of-bounds indexing of
obj.entities, which is really bad. This was by far the most changes, as
obj.getplayer() is the most used entity-getting function that returns
-1, as well as the most-used function whose sentinel value goes
unchecked.
To deal with the usage of obj.getplayer() in mapclass::warpto(), I just
added general bounds checks inside that function instead of changing all
the callers.
I have the feeling that none of the devs understood what extern did, and
they kind of just sprinkled it everywhere until things started working.
But like all other classes, it should just be one line in the class's
respective header file, and shouldn't be so messy.
This fixes horizontal and vertical warp backgrounds not resetting, and
also a bunch of other 1-frame glitches, most noticeably cutscene bars
and fadeouts.
This adds a new variable shouldreturntoeditor to Game to signal whether
or not it should return to editor at the end of the frame.
This is to be extra safe and ensure that your hard-earned record isn't
lost at all.
In 2.2, the game didn't save your Super Gravitron record at all. It only
saved it if you closed the game by quitting to the title screen and
pressing ACTION on "quit game". You couldn't press Alt+F4, and you
couldn't press X, you had to do it that way, otherwise your record would
be lost.
In 2.3 right now, the game WILL save your unlock.vvv when you close the
game gracefully by any means, but this still means that if it doesn't
otherwise close gracefully (like, say, a crash), it won't save your
record. It feels like we shouldn't rely on this catch-all saving to save
Super Gravitron records.
Flag 67 seems to be a general-purpose Game Complete flag. It's used to
replace the CREW option with the SHIP option on the pause screen.
Unfortunately, it gets turned on too early during Game Complete. Right
when Viridian starts to teleport, you can bring up the pause screen and
select the SHIP option.
It will teleport you to the ship coordinates, but still keep you in
finalmode, and since the ship coordinates are at 102,111 (finalmode is
only around 46,54), you'll still be stuck in Outside Dimension VVVVVV,
and you've interrupted the Game Complete gamestate by switching to the
teleporting gamestate. Oh, and your checkpoint is set, too, so you can't
even press R. Oh and since there's no teleporter, and checkpoint setting
doesn't check the sentinel value, this results in Undefined Behavior,
too.
So this results in an in-game softlock. The only option you can do is
quit the game at this point.
To fix this issue, just move turning on flag 67 before the savetele() in
gamecompletelogic2().
Otherwise, this would result in the game updating an entity twice, which
isn't good. This is most noticeable in the Gravitron, where many
Gravitron squares are created and destroyed at a time, and it's
especially noticeable during the part near the end of the Gravitron
where the pattern is two Gravitron squares, one at the top and bottom,
and then two Gravitron squares in the middle afterwards. The timing is
just right such that the top one of the two middle ones would be
misaligned with the bottom one of the two when a Gravitron square gets
outside the screen.
To do this, I changed entityclass::updateentities() into a bool, and
made every single caller check its return value. I only needed to do
this for the ones preceding updateentitylogic() and
entitymapcollision(), but I wanted to play it safe and be defensive, so
I did it for the disappearing platform kludge, as well as the
updateentities() within the updateentities() function.
Apparently, the game just leaves minitowermode on, which can cause
issues if you're in a horizontal warping room (and not any other room
type, due to how frame ordering works). This would manifest itself as a
wrong warp to (20,20) because the game is trying to apply the hardcoded
minitower screen transitions when it shouldn't be.
When you complete the game, you're now redirected to the play menu. This
is because your quicksave will have been deleted so you can't go back to
the summary menu.
When you complete a custom level, you'll go back to the levels list, in
case you started the level from a quicksave.
While I was working on my over-30-FPS patch, I found out that the tower
background in the credits scroll was being completely re-drawn every
single frame, which was a bit wasteful and expensive. It's also harder
to interpolate for my over-30-FPS patch. I'm guessing this constant
re-draw was done because the math to get the surface scroll properly
working is a bit subtle, but I've figured the precise math out!
The first changes of this patch is just removing the unconditional
`map.tdrawback = true;`, and having to set `map.scrolldir` everywhere to
get the credits scrolling in the right direction but make sure the title
screen doesn't start scrolling like a descending tower, too.
After that, the first problem is that it looks like the ACTION press to
speed up the credits scrolling doesn't speed up the background, too. No
problem, just shove a `!game.press_action` check in
`gamecompletelogic()`.
However, this introduces a mini-problem, which is that NOW when you hold
down ACTION, the background appears to be slowly getting out of sync
with the credits text by a one-pixel-per-second difference. This is
actually due to the fact that, as a result of me adding the conditional,
`map.bscroll` is no longer always unconditionally getting set to 1,
while `game.creditposition` IS always unconditionally getting
decremented by 1. And when you hold down ACTION, `game.creditposition`
gets decremented by 6.
Thus, I need to set `map.bscroll` when holding down ACTION to be 7,
which is 6 plus 1.
Then we have another problem, which is that the incoming textures desync
when you press ACTION, and when you release ACTION. They desync by
precisely 6 pixels, which should be a familiar number. I (eventually)
tracked this down to `map.bypos` being updated at the same time
`map.bscroll` is, even though `map.bypos` should be updated a frame
later AFTER updating `map.bscroll`.
So I had to change the `map.bypos` update in `gamecompleteinput()` and
`gamecompletelogic()` to be `map.bypos += map.bscroll;` and then place
it before any `map.bscroll` update, thus ensuring that `map.bscroll`
updates exactly one frame before `map.ypos` does. I had to move the
`map.bypos += map.bscroll;` to be in `gamecompleteinput()`, because
`gamecompleteinput()` comes first before `gamecompletelogic()` in the
`main.cpp` game loop, otherwise the `map.bypos` update won't be delayed
by one frame for when you press ACTION to make it go faster, and thus
cause a desync when you press ACTION.
Oh and then after that, I had to make the descending tower background
draw a THIRD row of incoming tiles, otherwise you could see some black
flickering at the bottom of the screen when you held down ACTION.
All of this took me way too long to figure out, but now the credits
scroll works perfectly while being more optimized.
This also replaces some createmenu()s with returnmenu()s as needed even
when said createmenu()s already didn't go to the main menu.
Now when you exit the level editor, you'll be selecting the "level
editor" option in "play levels", and if you exit from a level you'll
still be selecting that level in the levels list.
Furthermore, regardless of what you're exiting, your cursor position
will be remembered.
Stringly-typed things are bad, because if you make a typo when typing
out a string, it's not caught at compile-time. And in the case of this
menu system, you'd have to do an excessive amount of testing to uncover
any bugs caused by a typo. Why do that when you can just use an enum and
catch compile-time errors instead?
Also, you can't use switch-case statements on stringly-typed variables.
So every menu name is now in the enum Menu::MenuName, but you can simply
refer to a menu name by just prefixing it with Menu::.
Unfortunately, I've had to change the "continue" menu name to be
"continuemenu", because "continue" is a keyword in C and C++. Also, it
looks like "timetrialcomplete4" is an unused menu name, even though it
was referenced in Render.cpp.
It's treated like a bool anyway, so might as well make it one.
This also necessitates updating every single instance where it or an
element inside it is used, too.
It turns out that when the game warps moving platforms, it won't remove
the block from the position before they warped. Eventually, these blocks
will pile up and will never be removed, causing a memory leak.
I noticed that the code for going to the adjacent room when offscreen
and for warping instead if the room is warping was a bit
copy-and-pasted. To clean up the code a bit, there's now 5 separate
checks in gamelogic():
if (map.warpx)
if (map.warpy)
if (map.warpy && !map.warpx)
if (!map.warpy)
if (!map.warpx)
I made sure to preserve the previous weird horizontal warping behavior
that happens with vertical warping (thus the middle one), and to
preserve the frame ordering just in case there's something dependent on
the frame ordering.
The frame ordering is that first it will warp you horizontally, if
applicable, then it will warp you vertically, if applicable. Then if you
have vertical warping only, that weird horizontal warp. Then it will
screen transition you vertically, if applicable. Then it will screen
transition you horizontally, if applicable.
To explain the weird horizontal warp with the vertical warp: apparently
if an entity is far offscreen enough, and if that entity is not the
player, it will be warped horizontally during a vertical warp. The
points at which it will warp is 30 pixels farther out than normal
horizontal warping.
I think someone ran into this before, but my memory is fuzzy. The best I
can recall is that they were probably createentity()ing a high-speed
horizontally-moving enemy in a vertically warping room, only to discover
that said enemy kept warping horizontally.
This function's sole purpose was to make sure obj.nentity was in sync,
and that obj.nentity-1 pointed to the last 'active' entity in
obj.entities. But now that obj.nentity is removed and we use
obj.entities.size() instead, it is no longer necessary.
This removes the variables obj.nentity and obj.nlinecrosskludge, as well
as removing the 'active' attribute from the entity class object. Now
every entity you access is guaranteed to be real and you don't have to
check the 'active' variable.
The biggest part of this is changing createentity() to modify a
newly-created entity object and push it back instead of already
modifying an indice in obj.entities.
As well, removing an entity now uses the new obj.removeentity() function
and removeentity_iter() macro.
Just a miscellaneous code cleanup.
There's no glitches that take advantage of the previous situation,
namely that 'temp' was a global variable in Logic.cpp and editor.cpp.
Even if there were, it seems like it would easily lead to some undefined
behavior. So it's good to clean this up.
This is the "Behavioral logic", "Basic Physics", and "Collisions with
walls" trio.
They were originally aligned but then I removed global args, thus
misaligning them. So now I'm re-aligning them back again.
This commit removes the passing around of global args in the logic
functions. Additionally, all 'dwgfx' has been replaced with 'graphics'
in Logic.cpp.
This commit removes all global args from the parameters of each function
on the scriptclass object, and updates all places they are called
accordingly. It also changes all instances of 'dwgfx' to 'graphics' in
Script.cpp.
Interestingly enough, it looks like editor.h depended on Script.h's
class define of the musicclass. I've temporarily placed the class define
in editor.h, but by the end of this patchset it'll be gone.
This commit removes the global args being passed around from the
function args on the mapclass object, as well as updating all callers in
other files to not have those args. Furthermore, 'dwgfx' has been
renamed to 'graphics' in Map.cpp.
This commit removes all global args from functions on the entityclass
object, and updates the callers of those functions in other files
accordingly (most significantly, the game level files Finalclass.cpp,
Labclass.cpp, Otherlevel.cpp, Spacestation2.cpp, WarpClass.cpp, due to
them using createentity()), as well as renaming all instances of 'dwgfx'
in Entity.cpp to 'graphics'.
I've decided to call dwgfx/game/map/obj/key/help/music the "global args".
Because they're essentially global variables that are being passed
around in args.
This commit removes global args from all functions on the Game class,
and deals with updating the callsites of said functions accordingly. It
also renames all usages of 'dwgfx' in Game.cpp to 'graphics', since the
global variable is called 'graphics' now.
Interesting to note, I was removing the class defines from Game.h, but
it turns out that Graphics.h depends on the mapclass and entityclass
defines from Game.h. And also Graphics.h spelled mapclass wrong (it
forgot the "class") so I just decided to use that existing line instead.
This is only temporary and after all is said and done, at the end of
this pull request those class defines will be gone.
If you died in (11,7) and a moving platform was to the left of the line
x=152, even if it was moving vertically it would get snapped to x=152,
in custom levels.
Surprised nobody has ran into this before (although people have ran into
the other kludge, which is placing tile 59 at [18,9] if you're in a room
on either the line x=11 or y=7).
If you died in Prize for the Reckless, which is at (11,7), and respawned
in the same room, tile 59 (a solid invisible tile) would be placed at
[18,9] to prevent the moving platform from going back through the
quicksand.
Unfortunately, the way that this kludge was added is poor.
First, the conditional makes it so that it doesn't happen in ONLY
(11,7). Instead of being behind a positive conditional, the tile is
placed in the else-branch of an if-conditional that checks for the
normal case, i.e. if the current room is NOT (11,7), thus being a
negative conditional.
In other words, the positive conditional is "game.roomx == 111 &&
game.roomy == 107". To negate it, all you would have to do is
"!(game.roomx == 111 && game.roomy == 107)".
However, whoever wrote this decided to go one step further, and actually
DISTRIBUTE the negative into both statements. This would be fine, except
if they actually got it right. You see, according to De Morgan's laws,
when you distribute a negative across multiple statements you not only
have to negate the statements themselves, but you have to negate all the
CONJUNCTIONS, too. In other words, you have to change all "and"s into
"or"s and all "or"s into "and"s.
Instead of making the conditional "game.roomx != 111 || game.roomy !=
107", the person who wrote this forgot to replace the "and" with an
"or". Thus, it is "game.roomx != 111 && game.roomy != 107" instead. As a
result, if we re-negate this and take a look at the positive
conditional, i.e. the conditional that results in the else-branch
executing, it turns out to be "game.roomx == 111 || game.roomy == 107".
This ends up forming a cross-shape of rooms where this kludge happens.
As long as your room is either on the line x=11 or on the line y=7, this
kludge will execute.
You can see this if you go to Boldly To Go, since it is (11,13), which
is on the line x=11. Checkpoint in that room, then touch a disappearing
platform, wait for it to fully disappear, then die. Then an invisible
tile will be placed to the left of the spikes on the ceiling.
Anyway, to fix this, it's simple. Just change the "and" in the negative
conditional to an "or".
The second problem was that this kludge was happening in custom levels.
So I've added a map.custommode check to it. I made sure not to make the
same mistake originally made, i.e. I made sure to use an "or" instead of
an "and". Thus, when you re-negate the negative conditional and turn it
into the positive conditional, it reads: "game.roomx == 111 &&
game.roomy == 107 && !map.custommode".
This fixes a bug where if you died after activating a teleporter prompt
and then respawned in the same room as the teleporter, the teleporter
prompt would go away. Which would be very annoying if you wanted to, you
know, teleport.
You don't even have to R-press to make this happen. "Level Complete!"
and Energize are two teleporter rooms in the main game that have hazards
in them.
I see no reason to set game.activetele to false when dying. For one, it
gets set to false during a gotorom anyway. For another, I couldn't get
the game to activate the teleport prompt in a room without a teleporter
in my testing, mostly because when you touch a teleporter, your
checkpoint is set to that teleporter, so you can't R-press to go to
another room and carry over the teleport prompt.