mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-25 22:18:30 +02:00
This patch restores some 2.2 behavior, fixing a regression caused by the refactor of properly using std::vectors. In 2.2, the game allocated 200 items in obj.entities, but used a system where each entity had an `active` attribute to signify if the entity actually existed or not. When dealing with entities, you would have to check this `active` flag, or else you'd be dealing with an entity that didn't actually exist. (By the way, what I'm saying applies to blocks and obj.blocks as well, except for some small differing details like the game allocating 500 block slots versus obj.entities's 200.) As a consequence, the game had to use a separate tracking variable, obj.nentity, because obj.entities.size() would just report 200, instead of the actual amount of entities. Needless to say, having to check for `active` and use `obj.nentity` is a bit error-prone, and it's messier than simply using the std::vector the way it was intended. Also, this resulted in a hard limit of 200 entities, which custom level makers ran into surprisingly quite often. 2.3 comes along, and removes the whole system. Now, std::vectors are properly being used, and obj.entities.size() reports the actual number of entities in the vector; you no longer have to check for `active` when dealing with entities of any sort. But there was one previous behavior of 2.2 that this system kind of forgets about - namely, the ability to have holes in between entities. You see, when an entity got disabled in 2.2 (which just meant turning its `active` off), the indices of all other entities stayed the same; the indice of the entity that got disabled stays there as a hole in the array. But when an entity gets removed in 2.3 (previous to this patch), the indices of every entity afterwards in the array get shifted down by one. std::vector isn't really meant to be able to contain holes. Do the indices of entities and blocks matter? Yes; they determine the order in which entities and blocks get evaluated (the highest indice gets evaluated first), and I had to fix some block evaluation order stuff in previous PRs. And in the case of entities, they matter hugely when using the recently-discovered Arbitrary Entity Manipulation glitch (where crewmate script commands are used on arbitrary entities by setting the `i` attribute of `scriptclass` and passing invalid crewmate identifiers to the commands). If you use Arbitrary Entity Manipulation after destroying some entities, there is a chance that your script won't work between 2.2 and 2.3. The indices also still determine the rendering order of entities (highest indice gets drawn first, which means lowest indice gets drawn in front of other entities). As an example: let's say we have the player at 0, a gravity line at 1, and a checkpoint at 2; then we destroy the gravity line and create a crewmate (let's do Violet). If we're able to have holes, then after removing the gravity line, none of the other indices shift. Then Violet will be created at indice 1, and will be drawn in front of the checkpoint. But if we can't have holes, then removing the gravity line results in the indice of the checkpoint shifting down to indice 1. Then Violet is created at indice 2, and gets drawn behind the checkpoint! This is a clear illustration of changing the behavior that existed in 2.2. However, I also don't want to go back to the `active` system of having to check an attribute before operating on an entity. So... what do we do to restore the holes? Well, we don't need to have an `active` attribute, or modify any existing code that operates on entities. Instead, we can just set the attributes of the entities so that they naturally get ignored by everything that comes into contact with it. For entities, we set their invis to true, and their size, type, and rule to -1 (the game never uses a size, type, or rule of -1 anywhere); for blocks, we set their type to -1, and their width and height to 0. obj.entities.size() will no longer necessarily equal the amount of entities in the room; rather, it will be the amount of entity SLOTS that have been allocated. But nothing that uses obj.entities.size() needs to actually know the amount of entities; it's mostly used for iterating over every entity in the vector. Excess entity slots get cleaned up upon every call of mapclass::gotoroom(), which will now deallocate entity slots starting from the end until it hits a player, at which point it will switch to disabling entity slots instead of removing them entirely. The entclass::clear() and blockclass::clear() functions have been restored because we need to call their initialization functions when reusing a block/entity slot; it's possible to create an entity with an invalid type number (it creates a glitchy Viridian), and without calling the initialization function again, it would simply not create anything. After this patch is applied, entity and block indices will be restored to how they behaved in 2.2.
1572 lines
55 KiB
C++
1572 lines
55 KiB
C++
#include "Credits.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "FileSystemUtils.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Map.h"
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#include "Music.h"
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#include "Network.h"
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#include "Script.h"
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#include "UtilityClass.h"
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void titlelogic()
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{
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//Misc
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//map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.titlebg.bypos -= 2;
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graphics.titlebg.bscroll = -2;
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if (game.menucountdown > 0)
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{
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game.menucountdown--;
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if (game.menucountdown == 0)
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{
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if (game.menudest == Menu::mainmenu)
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{
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music.play(6);
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}
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else if (game.menudest == Menu::gameover2)
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{
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music.playef(11);
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}
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else if (game.menudest == Menu::timetrialcomplete3)
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{
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music.playef(3);
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}
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game.createmenu(game.menudest, true);
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}
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}
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}
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void maplogic()
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{
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//Misc
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help.updateglow();
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}
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void gamecompletelogic()
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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graphics.crewframe = 0;
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graphics.titlebg.scrolldir = 1;
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game.creditposition--;
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if (game.creditposition <= -Credits::creditmaxposition)
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{
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game.creditposition = -Credits::creditmaxposition;
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graphics.titlebg.bscroll = 0;
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}
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else if (!game.press_action)
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{
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graphics.titlebg.bscroll = +1;
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}
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if (graphics.fademode == 1)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.cutscenebarspos = 0;
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graphics.oldcutscenebarspos = 0;
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graphics.titlebg.scrolldir = 0;
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graphics.titlebg.bypos = 0;
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//Return to game
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game.gamestate = GAMECOMPLETE2;
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graphics.fademode = 4;
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}
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}
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void gamecompletelogic2()
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{
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//Misc
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map.updatetowerglow(graphics.titlebg);
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help.updateglow();
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game.creditposdelay--;
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if (game.creditposdelay <= 0)
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{
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game.creditposdelay = 1;
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game.creditposx++;
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if (game.creditposx > 40)
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{
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game.creditposy++;
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game.creditposx = 0;
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if (game.creditposy > 30) game.creditposy = 30;
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}
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}
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if (graphics.fademode == 1)
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{
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//Fix some graphical things
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graphics.showcutscenebars = false;
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graphics.cutscenebarspos = 0;
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//Fix the save thingy
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game.deletequick();
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int tmp=music.currentsong;
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music.currentsong=4;
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obj.flags[67] = true;
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game.savetele();
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music.currentsong=tmp;
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//Return to game
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game.quittomenu();
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game.createmenu(Menu::gamecompletecontinue);
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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}
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}
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void gamelogic()
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{
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//Misc
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if (map.towermode)
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{
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map.updatetowerglow(graphics.towerbg);
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}
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help.updateglow();
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if (game.alarmon)
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{
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game.alarmdelay--;
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if (game.alarmdelay <= 0)
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{
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music.playef(19);
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game.alarmdelay = 20;
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}
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}
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if (obj.nearelephant)
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{
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obj.upset++;
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if (obj.upset == 300)
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{
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obj.upsetmode = true;
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//change player to sad
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 144;
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}
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music.playef(2);
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}
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if (obj.upset > 301) obj.upset = 301;
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}
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else if (obj.upsetmode)
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{
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obj.upset--;
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if (obj.upset <= 0)
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{
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obj.upset = 0;
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obj.upsetmode = false;
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//change player to happy
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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obj.entities[i].tile = 0;
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}
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}
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}
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else
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{
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obj.upset = 0;
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}
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obj.oldtrophytext = obj.trophytext;
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if (map.towermode)
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{
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map.oldypos = map.ypos;
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map.oldspikeleveltop = map.spikeleveltop;
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map.oldspikelevelbottom = map.spikelevelbottom;
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if(!game.completestop)
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{
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if (map.cameramode == 0)
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{
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//do nothing!
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//a trigger will set this off in the game
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map.cameramode = 1;
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graphics.towerbg.bscroll = 0;
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}
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else if (map.cameramode == 1)
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{
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//move normally
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if(graphics.towerbg.scrolldir==0)
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{
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map.ypos -= 2;
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graphics.towerbg.bypos -= 1;
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graphics.towerbg.bscroll = -1;
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}
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else
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{
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map.ypos += 2;
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graphics.towerbg.bypos += 1;
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graphics.towerbg.bscroll = 1;
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}
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}
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else if (map.cameramode == 2)
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{
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//do nothing, but cycle colours (for taking damage)
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graphics.towerbg.bscroll = 0;
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}
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else if (map.cameramode == 4)
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.cameraseek = map.ypos - (obj.entities[i].yp - 120);
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}
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map.cameraseek = map.cameraseek / 10;
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map.cameraseekframe = 10;
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map.cameramode = 5;
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graphics.towerbg.bscroll = map.cameraseek/2;
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}
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else if (map.cameramode == 5)
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{
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//actually do it
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if (map.spikeleveltop > 0) map.spikeleveltop-=2;
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if (map.spikelevelbottom > 0) map.spikelevelbottom-=2;
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if (map.cameraseekframe > 0)
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{
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int i = obj.getplayer();
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map.ypos -= map.cameraseek;
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if (map.cameraseek > 0 && INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos < obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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else if (INBOUNDS_VEC(i, obj.entities))
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{
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if (map.ypos > obj.entities[i].yp - 120)
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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}
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map.cameraseekframe--;
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graphics.towerbg.bypos = map.ypos / 2;
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}
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else
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{
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int i = obj.getplayer();
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if (INBOUNDS_VEC(i, obj.entities))
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{
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map.ypos = obj.entities[i].yp - 120;
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}
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graphics.towerbg.bypos = map.ypos / 2;
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map.cameramode = 0;
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map.colsuperstate = 0;
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}
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}
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}
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else
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{
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graphics.towerbg.bscroll = 0;
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}
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if (map.ypos <= 0)
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{
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map.ypos = 0;
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graphics.towerbg.bypos = 0;
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graphics.towerbg.bscroll = 0;
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}
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if (map.towermode && map.minitowermode)
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{
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if (map.ypos >= 568)
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{
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map.ypos = 568;
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graphics.towerbg.bypos = map.ypos / 2;
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graphics.towerbg.bscroll = 0;
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} //100-29 * 8 = 568
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}
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else
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{
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if (map.ypos >= 5368)
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{
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map.ypos = 5368; //700-29 * 8 = 5368
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graphics.towerbg.bypos = map.ypos / 2.0;
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}
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}
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if (game.lifeseq > 0)
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{
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if (map.cameramode == 2)
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{
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map.cameraseekframe = 20;
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map.cameramode = 4;
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map.resumedelay = 4;
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}
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if (map.cameraseekframe <= 0)
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{
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if (map.resumedelay <= 0)
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{
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game.lifesequence();
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if (game.lifeseq == 0) map.cameramode = 1;
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}
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else
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{
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map.resumedelay--;
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}
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}
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}
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}
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else
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{
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game.lifesequence();
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}
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graphics.kludgeswnlinewidth = false;
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if (game.deathseq != -1)
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{
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if (map.towermode)
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{
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map.colsuperstate = 1;
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map.cameramode = 2;
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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 (game.roomx == 111 && game.roomy == 107 && !map.custommode)
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{
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if (obj.entities[i].type == 1)
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{
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if (obj.entities[i].xp < 152)
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{
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//Move the platform to the right side of the disappearing platform,
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//otherwise it will get stuck on the kludge 18,9 tile we placed
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//(and if the tile wasn't there it would pass straight through again)
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int prevx = obj.entities[i].xp;
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int prevy = obj.entities[i].yp;
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obj.disableblockat(prevx, prevy);
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obj.entities[i].xp = 152;
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obj.entities[i].newxp = 152;
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obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
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}
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}
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}
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if (obj.entities[i].type == 2 && obj.entities[i].state == 3)
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{
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//Ok! super magical exception for the room with the intention death for the shiny trinket
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//fix this when the maps are finalised
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if (game.roomx != 111 || game.roomy != 107 || map.custommode)
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{
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obj.entities[i].state = 4;
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}
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else
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{
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obj.entities[i].state = 4;
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map.settile(18, 9, 59);
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}
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}
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else if (obj.entities[i].type == 2 && obj.entities[i].state == 2)
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{
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//ok, unfortunate case where the disappearing platform hasn't fully disappeared. Accept a little
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//graphical uglyness to avoid breaking the room!
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bool entitygone = false;
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while (obj.entities[i].state == 2)
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{
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entitygone = obj.updateentities(i);
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if (entitygone)
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{
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i--;
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break;
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}
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (map.finalstretch && obj.entities[i].type == 2)
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{
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//for the final level. probably something 99% of players won't see.
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bool entitygone = false;
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while (obj.entities[i].state == 2)
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{
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entitygone = obj.updateentities(i);
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if (entitygone)
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{
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i--;
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break;
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}
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}
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if (!entitygone) obj.entities[i].state = 4;
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}
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else if (obj.entities[i].type == 23 && game.swnmode && game.deathseq<15)
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{
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//if playing SWN, get the enemies offscreen.
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obj.entities[i].xp += obj.entities[i].vx*5;
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obj.entities[i].yp += obj.entities[i].vy*5;
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}
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}
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if (game.swnmode)
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{
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//if playing SWN game a, push the clock back to the nearest 10 second interval
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if (game.swngame == 0)
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{
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game.swnpenalty();
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}
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else if (game.swngame == 1)
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{
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game.swnstate = 0;
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game.swnstate2 = 0;
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game.swnstate3 = 0;
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game.swnstate4 = 0;
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game.swndelay = 0;
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if (game.swntimer >= game.swnrecord)
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{
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game.swnrecord = game.swntimer;
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if (game.swnmessage == 0)
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{
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music.playef(25);
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game.savestatsandsettings();
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}
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game.swnmessage = 1;
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}
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}
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}
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game.deathsequence();
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game.deathseq--;
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if (game.deathseq <= 0)
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{
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if (game.nodeathmode)
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{
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game.deathseq = 1;
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game.gethardestroom();
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//start depressing sequence here...
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if (game.gameoverdelay <= -10 && graphics.fademode==0) graphics.fademode = 2;
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if (graphics.fademode == 1)
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{
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game.copyndmresults();
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script.resetgametomenu();
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}
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}
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else
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{
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if (game.swnmode)
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{
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//if playing SWN game b, reset the clock
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if (game.swngame == 1)
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{
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game.swntimer = 0;
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game.swnmessage = 0;
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game.swnrank = 0;
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}
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}
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game.gethardestroom();
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game.hascontrol = true;
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game.gravitycontrol = game.savegc;
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graphics.textboxremove();
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map.resetplayer(true);
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}
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}
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}
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else
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{
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//Update colour thingy
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if (map.finalmode)
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{
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if (map.final_colormode)
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{
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if (map.final_colorframe > 0)
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{
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map.final_colorframedelay--;
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if (map.final_colorframedelay <= 0)
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{
|
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if (map.final_colorframe == 1)
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{
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map.final_colorframedelay = 40;
|
|
int temp = 1+int(fRandom() * 6);
|
|
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
|
|
if (temp == 0) temp = 6;
|
|
map.changefinalcol(temp);
|
|
}
|
|
else if (map.final_colorframe == 2)
|
|
{
|
|
map.final_colorframedelay = 15;
|
|
int temp = 1+int(fRandom() * 6);
|
|
if (temp == map.final_mapcol) temp = (temp + 1) % 6;
|
|
if (temp == 0) temp = 6;
|
|
map.changefinalcol(temp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//State machine for game logic
|
|
game.updatestate();
|
|
if (game.startscript)
|
|
{
|
|
script.load(game.newscript);
|
|
game.startscript = false;
|
|
}
|
|
|
|
//Intermission 1 Logic
|
|
//Player can't walk off a screen with SCM on it until they've left
|
|
if (game.supercrewmate)
|
|
{
|
|
if (game.roomx == 41 + game.scmprogress) //he's in the same room
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].ax > 0 && obj.entities[i].xp > 280)
|
|
{
|
|
obj.entities[i].ax = 0;
|
|
obj.entities[i].dir = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//SWN Minigame Logic
|
|
if (game.swnmode) //which game?
|
|
{
|
|
if(game.swngame==0) //intermission, survive 60 seconds game
|
|
{
|
|
game.swntimer -= 1;
|
|
if (game.swntimer <= 0)
|
|
{
|
|
music.niceplay(8);
|
|
game.swngame = 5;
|
|
}
|
|
else
|
|
{
|
|
obj.generateswnwave(0);
|
|
}
|
|
}
|
|
else if(game.swngame==1) //super gravitron game
|
|
{
|
|
game.swntimer += 1;
|
|
if (game.swntimer > game.swnrecord) game.swnrecord = game.swntimer;
|
|
|
|
if (game.swntimer >= 150 && game.swnrank == 0)
|
|
{
|
|
game.swnrank = 1;
|
|
if (game.swnbestrank < 1)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav5");
|
|
game.swnbestrank = 1;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 300 && game.swnrank == 1)
|
|
{
|
|
game.swnrank = 2;
|
|
if (game.swnbestrank < 2)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav10");
|
|
game.swnbestrank = 2;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 450 && game.swnrank == 2)
|
|
{
|
|
game.swnrank = 3;
|
|
if (game.swnbestrank < 3)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav15");
|
|
game.swnbestrank = 3;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 600 && game.swnrank == 3)
|
|
{
|
|
game.swnrank = 4;
|
|
if (game.swnbestrank < 4)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav20");
|
|
game.swnbestrank = 4;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 900 && game.swnrank == 4)
|
|
{
|
|
game.swnrank = 5;
|
|
if (game.swnbestrank < 5)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav30");
|
|
game.swnbestrank = 5;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
else if (game.swntimer >= 1800 && game.swnrank == 5)
|
|
{
|
|
game.swnrank = 6;
|
|
if (game.swnbestrank < 6)
|
|
{
|
|
game.unlockAchievement("vvvvvvsupgrav60");
|
|
game.swnbestrank = 6;
|
|
game.swnmessage = 2+30;
|
|
music.playef(26);
|
|
}
|
|
}
|
|
|
|
obj.generateswnwave(1);
|
|
|
|
game.swncoldelay--;
|
|
if(game.swncoldelay<=0)
|
|
{
|
|
game.swncolstate = (game.swncolstate+1)%6;
|
|
game.swncoldelay = 30;
|
|
graphics.rcol = game.swncolstate;
|
|
obj.swnenemiescol(game.swncolstate);
|
|
}
|
|
}
|
|
else if (game.swngame == 2) //introduce game a
|
|
{
|
|
game.swndelay--;
|
|
if (game.swndelay <= 0)
|
|
{
|
|
game.swngame = 0;
|
|
game.swndelay = 0;
|
|
game.swntimer = (60 * 30) - 1;
|
|
//game.swntimer = 15;
|
|
}
|
|
}
|
|
else if (game.swngame == 3) //extend line
|
|
{
|
|
int line = obj.getlineat(84 - 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].w += 24;
|
|
if (obj.entities[line].w > 332)
|
|
{
|
|
obj.entities[line].w = 332;
|
|
game.swngame = 2;
|
|
graphics.kludgeswnlinewidth = true;
|
|
}
|
|
}
|
|
}
|
|
else if (game.swngame == 4) //create top line
|
|
{
|
|
game.swngame = 3;
|
|
obj.createentity(-8, 84 - 32, 11, 8); // (horizontal gravity line)
|
|
music.niceplay(2);
|
|
game.swndeaths = game.deathcounts;
|
|
}
|
|
else if (game.swngame == 5) //remove line
|
|
{
|
|
int line = obj.getlineat(148 + 32);
|
|
if (INBOUNDS_VEC(line, obj.entities))
|
|
{
|
|
obj.entities[line].xp += 24;
|
|
if (obj.entities[line].xp > 320)
|
|
{
|
|
obj.disableentity(line);
|
|
game.swngame = 8;
|
|
}
|
|
}
|
|
}
|
|
else if (game.swngame == 6) //Init the super gravitron
|
|
{
|
|
game.swngame = 7;
|
|
music.niceplay(3);
|
|
}
|
|
else if (game.swngame == 7) //introduce game b
|
|
{
|
|
game.swndelay--;
|
|
if (game.swndelay <= 0)
|
|
{
|
|
game.swngame = 1;
|
|
game.swndelay = 0;
|
|
game.swntimer = 0;
|
|
game.swncolstate = 3;
|
|
game.swncoldelay = 30;
|
|
}
|
|
}
|
|
else if (game.swngame == 8) //extra kludge if player dies after game a ends
|
|
{
|
|
bool square_onscreen = false;
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].type == 23)
|
|
{
|
|
square_onscreen = true;
|
|
break;
|
|
}
|
|
}
|
|
if (!square_onscreen)
|
|
{
|
|
game.swnmode = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
//Time trial stuff
|
|
if (game.intimetrial)
|
|
{
|
|
|
|
if (game.timetrialcountdown > 0)
|
|
{
|
|
game.timetrialparlost = false;
|
|
game.hascontrol = true;
|
|
game.timetrialcountdown--;
|
|
if (game.timetrialcountdown > 30)
|
|
{
|
|
game.hascontrol = false;
|
|
}
|
|
if(game.timetrialcountdown == 120) music.playef(21);
|
|
if(game.timetrialcountdown == 90) music.playef(21);
|
|
if(game.timetrialcountdown == 60) music.playef(21);
|
|
if (game.timetrialcountdown == 30)
|
|
{
|
|
switch(game.timetriallevel)
|
|
{
|
|
case 0:
|
|
music.play(1);
|
|
break;
|
|
case 1:
|
|
music.play(3);
|
|
break;
|
|
case 2:
|
|
music.play(2);
|
|
break;
|
|
case 3:
|
|
music.play(1);
|
|
break;
|
|
case 4:
|
|
music.play(12);
|
|
break;
|
|
case 5:
|
|
music.play(15);
|
|
break;
|
|
}
|
|
music.playef(22);
|
|
}
|
|
}
|
|
|
|
//Have we lost the par?
|
|
if (!game.timetrialparlost)
|
|
{
|
|
if ((game.minutes * 60) + game.seconds > game.timetrialpar)
|
|
{
|
|
game.timetrialparlost = true;
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].tile = 144;
|
|
}
|
|
music.playef(2);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Update entities
|
|
//Ok, moving platform fuckers
|
|
if(!game.completestop)
|
|
{
|
|
if(obj.vertplatforms)
|
|
{
|
|
for (int i = obj.entities.size() - 1; i >= 0; i--)
|
|
{
|
|
if (!obj.entities[i].isplatform
|
|
|| SDL_abs(obj.entities[i].vx) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[i].xp;
|
|
int prevy = obj.entities[i].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(i); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(i); // Basic Physics
|
|
obj.entitymapcollision(i); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
obj.movingplatformfix(i, obj.getplayer());
|
|
if (game.supercrewmate)
|
|
{
|
|
obj.movingplatformfix(i, obj.getscm());
|
|
}
|
|
}
|
|
}
|
|
|
|
if(obj.horplatforms)
|
|
{
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (!obj.entities[ie].isplatform
|
|
|| SDL_abs(obj.entities[ie].vy) >= 0.000001f)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int prevx = obj.entities[ie].xp;
|
|
int prevy = obj.entities[ie].yp;
|
|
obj.disableblockat(prevx, prevy);
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
|
|
obj.moveblockto(prevx, prevy, obj.entities[ie].xp, obj.entities[ie].yp, obj.entities[ie].w, obj.entities[ie].h);
|
|
}
|
|
//is the player standing on a moving platform?
|
|
int i = obj.getplayer();
|
|
float j = obj.entitycollideplatformfloor(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
else
|
|
{
|
|
j = obj.entitycollideplatformroof(i);
|
|
if (INBOUNDS_VEC(i, obj.entities) && j > -1000)
|
|
{
|
|
obj.entities[i].newxp = obj.entities[i].xp + j;
|
|
obj.entitymapcollision(i);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int ie = obj.entities.size() - 1; ie >= 0; ie--)
|
|
{
|
|
if (obj.entities[ie].isplatform)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
bool entitygone = obj.updateentities(ie); // Behavioral logic
|
|
if (entitygone) continue;
|
|
obj.updateentitylogic(ie); // Basic Physics
|
|
obj.entitymapcollision(ie); // Collisions with walls
|
|
}
|
|
|
|
obj.entitycollisioncheck(); // Check ent v ent collisions, update states
|
|
|
|
if (map.towermode)
|
|
{
|
|
//special for tower: is the player touching any spike blocks?
|
|
int player = obj.getplayer();
|
|
if(INBOUNDS_VEC(player, obj.entities) && obj.checktowerspikes(player) && graphics.fademode==0)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
|
|
if(map.towermode && game.lifeseq==0)
|
|
{
|
|
int player = obj.getplayer();
|
|
if(!map.invincibility && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
if (obj.entities[player].yp-map.ypos <= 0)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
else if (obj.entities[player].yp-map.ypos >= 208)
|
|
{
|
|
game.deathseq = 30;
|
|
}
|
|
}
|
|
else if (INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
if (obj.entities[player].yp-map.ypos <= 0)
|
|
{
|
|
map.ypos-=10;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
else if (obj.entities[player].yp-map.ypos >= 208)
|
|
{
|
|
map.ypos+=2;
|
|
graphics.towerbg.bypos = map.ypos / 2;
|
|
graphics.towerbg.bscroll = 0;
|
|
}
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos <= 40)
|
|
{
|
|
map.spikeleveltop++;
|
|
if (map.spikeleveltop >= 8) map.spikeleveltop = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikeleveltop > 0) map.spikeleveltop--;
|
|
}
|
|
|
|
if (INBOUNDS_VEC(player, obj.entities) && obj.entities[player].yp - map.ypos >= 164)
|
|
{
|
|
map.spikelevelbottom++;
|
|
if (map.spikelevelbottom >= 8) map.spikelevelbottom = 8;
|
|
}
|
|
else
|
|
{
|
|
if (map.spikelevelbottom > 0) map.spikelevelbottom--;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//Using warplines?
|
|
if (obj.customwarpmode) {
|
|
if (!game.glitchrunnermode) {
|
|
//Rewritten system for mobile update: basically, the new logic is to
|
|
//check if the player is leaving the map, and if so do a special check against
|
|
//warp lines for collision
|
|
obj.customwarpmodehon = false;
|
|
obj.customwarpmodevon = false;
|
|
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities) && ((game.door_down > -2 && obj.entities[i].yp >= 226-16) || (game.door_up > -2 && obj.entities[i].yp < -2+16) || (game.door_left > -2 && obj.entities[i].xp < -14+16) || (game.door_right > -2 && obj.entities[i].xp >= 308-16))){
|
|
//Player is leaving room
|
|
obj.customwarplinecheck(i);
|
|
}
|
|
}
|
|
|
|
if(obj.customwarpmodehon){ map.warpy=true;
|
|
}else{ map.warpy=false; }
|
|
if(obj.customwarpmodevon){ map.warpx=true;
|
|
}else{ map.warpx=false; }
|
|
}
|
|
|
|
//Finally: Are we changing room?
|
|
if (map.warpx && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&& obj.entities[i].size < 12) //Don't wrap SWN enemies
|
|
{
|
|
if (game.roomx == 118 && game.roomy == 102 && obj.entities[i].rule==1 && !map.custommode)
|
|
{
|
|
//ascii snakes
|
|
if (obj.entities[i].xp <= -80)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 400;
|
|
obj.entities[i].lerpoldxp += 400;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 400, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 400;
|
|
obj.entities[i].lerpoldxp -= 400;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 320, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if(obj.entities[i].type<50){ //Don't warp warp lines
|
|
if (obj.entities[i].yp <= -12)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp + 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp += 232;
|
|
obj.entities[i].lerpoldyp += 232;
|
|
}
|
|
else if (obj.entities[i].yp > 226)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp, obj.entities[i].yp - 232, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].yp -= 232;
|
|
obj.entities[i].lerpoldyp -= 232;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (map.warpy && !map.warpx && !map.towermode)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
|
|
if(obj.entities[i].type<50 //Don't warp warp lines
|
|
&&obj.entities[i].rule!=0)
|
|
{
|
|
if (obj.entities[i].xp <= -30)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp + 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp += 350;
|
|
obj.entities[i].lerpoldxp += 350;
|
|
}
|
|
else if (obj.entities[i].xp > 320)
|
|
{
|
|
if (obj.entities[i].isplatform)
|
|
{
|
|
obj.moveblockto(obj.entities[i].xp, obj.entities[i].yp, obj.entities[i].xp - 350, obj.entities[i].yp, obj.entities[i].w, obj.entities[i].h);
|
|
}
|
|
obj.entities[i].xp -= 350;
|
|
obj.entities[i].lerpoldxp -= 350;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool screen_transition = false;
|
|
|
|
if (!map.warpy && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_down > -2 && obj.entities[player].yp >= 238)
|
|
{
|
|
obj.entities[player].yp -= 240;
|
|
map.gotoroom(game.roomx, game.roomy + 1);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_up > -2 && obj.entities[player].yp < -2)
|
|
{
|
|
obj.entities[player].yp += 240;
|
|
map.gotoroom(game.roomx, game.roomy - 1);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
if (!map.warpx && !map.towermode)
|
|
{
|
|
//Normal! Just change room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(game.roomx - 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(game.roomx + 1, game.roomy);
|
|
screen_transition = true;
|
|
}
|
|
}
|
|
|
|
//Right so! Screenwraping for tower:
|
|
if (map.towermode && map.minitowermode)
|
|
{
|
|
if (graphics.towerbg.scrolldir == 1)
|
|
{
|
|
//This is minitower 1!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(48, 52);
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
obj.entities[player].yp -= (71*8);
|
|
map.gotoroom(game.roomx + 1, game.roomy+1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//This is minitower 2!
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
if (obj.entities[player].yp > 300)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
obj.entities[player].yp -= (71 * 8);
|
|
map.gotoroom(50, 54);
|
|
}
|
|
else
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
map.gotoroom(50, 53);
|
|
}
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(52, 53);
|
|
}
|
|
}
|
|
}
|
|
else if (map.towermode)
|
|
{
|
|
//Always wrap except for the very top and very bottom of the tower
|
|
if(map.ypos>=500 && map.ypos <=5000)
|
|
{
|
|
for (size_t i = 0; i < obj.entities.size(); i++)
|
|
{
|
|
if (obj.entities[i].xp <= -10)
|
|
{
|
|
obj.entities[i].xp += 320;
|
|
obj.entities[i].lerpoldxp += 320;
|
|
}
|
|
else if (obj.entities[i].xp > 310)
|
|
{
|
|
obj.entities[i].xp -= 320;
|
|
obj.entities[i].lerpoldxp -= 320;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//Do not wrap! Instead, go to the correct room
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_left > -2 && obj.entities[player].xp < -14)
|
|
{
|
|
obj.entities[player].xp += 320;
|
|
obj.entities[player].yp -= (671 * 8);
|
|
map.gotoroom(108, 109);
|
|
}
|
|
if (INBOUNDS_VEC(player, obj.entities) && game.door_right > -2 && obj.entities[player].xp >= 308)
|
|
{
|
|
obj.entities[player].xp -= 320;
|
|
map.gotoroom(110, 104);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Warp tokens
|
|
if (map.custommode){
|
|
if (game.teleport)
|
|
{
|
|
int edi=obj.entities[game.edteleportent].behave;
|
|
int edj=obj.entities[game.edteleportent].para;
|
|
int edi2, edj2;
|
|
edi2 = (edi-(edi%40))/40;
|
|
edj2 = (edj-(edj%30))/30;
|
|
|
|
map.warpto(100+edi2, 100+edj2, obj.getplayer(), edi%40, (edj%30)+2);
|
|
game.teleport = false;
|
|
|
|
if (game.teleport == false)
|
|
{
|
|
game.flashlight = 6;
|
|
game.screenshake = 25;
|
|
}
|
|
}
|
|
}else{
|
|
if (game.teleport)
|
|
{
|
|
if (game.roomx == 117 && game.roomy == 102)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(119, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(116, 103);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 103)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(116, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 100)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].xp = 0;
|
|
}
|
|
map.gotoroom(114, 102);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 114 && game.roomy == 102)
|
|
{
|
|
int i = obj.getplayer();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
obj.entities[i].yp = 225;
|
|
}
|
|
map.gotoroom(113, 100);
|
|
game.teleport = false;
|
|
}
|
|
else if (game.roomx == 116 && game.roomy == 104)
|
|
{
|
|
//pre warp zone here
|
|
map.warpto(107, 101, obj.getplayer(), 14, 16);
|
|
}
|
|
else if (game.roomx == 107 && game.roomy == 101)
|
|
{
|
|
map.warpto(105, 119, obj.getplayer(), 5, 26);
|
|
}
|
|
else if (game.roomx == 105 && game.roomy == 118)
|
|
{
|
|
map.warpto(101, 111, obj.getplayer(), 34, 6);
|
|
}
|
|
else if (game.roomx == 101 && game.roomy == 111)
|
|
{
|
|
//There are lots of warp tokens in this room, so we have to distinguish!
|
|
switch(game.teleportxpos)
|
|
{
|
|
case 1:
|
|
map.warpto(108, 108, obj.getplayer(), 4, 27);
|
|
break;
|
|
case 2:
|
|
map.warpto(101, 111, obj.getplayer(), 12, 27);
|
|
break;
|
|
case 3:
|
|
map.warpto(119, 111, obj.getplayer(), 31, 7);
|
|
break;
|
|
case 4:
|
|
map.warpto(114, 117, obj.getplayer(), 19, 16);
|
|
break;
|
|
}
|
|
}
|
|
else if (game.roomx == 108 && game.roomy == 106)
|
|
{
|
|
map.warpto(119, 111, obj.getplayer(), 4, 27);
|
|
}
|
|
else if (game.roomx == 100 && game.roomy == 111)
|
|
{
|
|
map.warpto(101, 111, obj.getplayer(), 24, 6);
|
|
}
|
|
else if (game.roomx == 119 && game.roomy == 107)
|
|
{
|
|
//Secret lab, to super gravitron
|
|
map.warpto(119, 108, obj.getplayer(), 19, 10);
|
|
}
|
|
if (game.teleport == false)
|
|
{
|
|
game.flashlight = 6;
|
|
game.screenshake = 25;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (screen_transition)
|
|
{
|
|
map.twoframedelayfix();
|
|
}
|
|
}
|
|
|
|
//Update colour cycling for final level
|
|
if (map.finalmode && map.final_colormode)
|
|
{
|
|
map.final_aniframedelay--;
|
|
if(map.final_aniframedelay==0)
|
|
{
|
|
graphics.foregrounddrawn=false;
|
|
}
|
|
if (map.final_aniframedelay <= 0) {
|
|
map.final_aniframedelay = 2;
|
|
map.final_aniframe++;
|
|
if (map.final_aniframe >= 4)
|
|
map.final_aniframe = 0;
|
|
}
|
|
}
|
|
|
|
if (game.roomchange)
|
|
{
|
|
//We've changed room? Let's bring our companion along!
|
|
game.roomchange = false;
|
|
int i = obj.getplayer();
|
|
if (game.companion > 0 && INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
//ok, we'll presume our companion has been destroyed in the room change. So:
|
|
switch(game.companion)
|
|
{
|
|
case 6:
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 121.0f, 15.0f,1); //Y=121, the floor in that particular place!
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
break;
|
|
}
|
|
case 7:
|
|
if (game.roomy <= 105) //don't jump after him!
|
|
{
|
|
if (game.roomx == 110)
|
|
{
|
|
obj.createentity(320, 86, 16, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 86.0f, 16.0f, 1); //Y=86, the ROOF in that particular place!
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 8:
|
|
if (game.roomy >= 104) //don't jump after him!
|
|
{
|
|
if (game.roomx == 102)
|
|
{
|
|
obj.createentity(310, 177, 17, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 177.0f, 17.0f, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 9:
|
|
if (!map.towermode) //don't go back into the tower!
|
|
{
|
|
if (game.roomx == 110 && obj.entities[i].xp<20)
|
|
{
|
|
obj.createentity(100, 185, 18, 15, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(obj.entities[i].xp, 185.0f, 18.0f, 15, 0, 1);
|
|
}
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
break;
|
|
case 10:
|
|
//intermission 2, choose colour based on lastsaved
|
|
if (game.roomy == 51)
|
|
{
|
|
if (!obj.flags[59])
|
|
{
|
|
obj.createentity(225.0f, 169.0f, 18, graphics.crewcolour(game.lastsaved), 0, 10);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
else if (game.roomy >= 52)
|
|
{
|
|
if (obj.flags[59])
|
|
{
|
|
obj.createentity(160.0f, 177.0f, 18, graphics.crewcolour(game.lastsaved), 0, 18, 1);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
obj.flags[59] = true;
|
|
obj.createentity(obj.entities[i].xp, -20.0f, 18.0f, graphics.crewcolour(game.lastsaved), 0, 10, 0);
|
|
int j = obj.getcompanion();
|
|
if (INBOUNDS_VEC(j, obj.entities))
|
|
{
|
|
obj.entities[j].vx = obj.entities[i].vx;
|
|
obj.entities[j].dir = obj.entities[i].dir;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 11:
|
|
//Intermission 1: We're using the SuperCrewMate instead!
|
|
if(game.roomx-41==game.scmprogress)
|
|
{
|
|
switch(game.scmprogress)
|
|
{
|
|
case 0:
|
|
obj.createentity(76, 161, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 1:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 2:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 3:
|
|
if (game.scmmoveme)
|
|
{
|
|
obj.createentity(obj.entities[obj.getplayer()].xp, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
game.scmmoveme = false;
|
|
}
|
|
else
|
|
{
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
}
|
|
break;
|
|
case 4:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 5:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 6:
|
|
obj.createentity(10, 185, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 7:
|
|
obj.createentity(10, 41, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 8:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 9:
|
|
obj.createentity(10, 169, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 10:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 11:
|
|
obj.createentity(10, 129, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 12:
|
|
obj.createentity(10, 65, 24, graphics.crewcolour(game.lastsaved), 2);
|
|
break;
|
|
case 13:
|
|
obj.createentity(10, 177, 24, graphics.crewcolour(game.lastsaved));
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (game.scmmoveme)
|
|
{
|
|
int scm = obj.getscm();
|
|
int player = obj.getplayer();
|
|
if (INBOUNDS_VEC(scm, obj.entities) && INBOUNDS_VEC(player, obj.entities))
|
|
{
|
|
obj.entities[scm].xp = obj.entities[player].xp;
|
|
}
|
|
game.scmmoveme = false;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
game.activeactivity = obj.checkactivity();
|
|
|
|
game.oldreadytotele = game.readytotele;
|
|
if (game.activetele && !game.advancetext && game.hascontrol && !script.running && !game.intimetrial)
|
|
{
|
|
int i = obj.getplayer();
|
|
SDL_Rect temprect = SDL_Rect();
|
|
if (INBOUNDS_VEC(i, obj.entities))
|
|
{
|
|
temprect.x = obj.entities[i].xp + obj.entities[i].cx;
|
|
temprect.y = obj.entities[i].yp + obj.entities[i].cy;
|
|
temprect.w = obj.entities[i].w;
|
|
temprect.h = obj.entities[i].h;
|
|
}
|
|
if (help.intersects(game.teleblock, temprect))
|
|
{
|
|
game.readytotele += 25;
|
|
if (game.readytotele >= 255) game.readytotele = 255;
|
|
}
|
|
else
|
|
{
|
|
game.readytotele -= 50;
|
|
if (game.readytotele < 0) game.readytotele = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (game.readytotele > 0)
|
|
{
|
|
game.readytotele -= 50;
|
|
if (game.readytotele < 0) game.readytotele = 0;
|
|
}
|
|
}
|
|
|
|
if (game.teleport_to_new_area)
|
|
script.teleport();
|
|
|
|
#if !defined(NO_CUSTOM_LEVELS)
|
|
if (game.shouldreturntoeditor)
|
|
{
|
|
game.returntoeditor();
|
|
}
|
|
#endif
|
|
}
|