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VVVVVV/desktop_version/src/GlitchrunnerMode.h
Misa 243f9b92f8 Split glitchrunner mode into multiple versions
Previously, turning glitchrunner mode on essentially locked you to
emulating 2.0, and turning it off just meant normal 2.3 behavior. But
what if you wanted 2.2 behavior instead? Well, that's what I had to ask
when a TAS of mine would desync in 2.3 because of the two-frame delay
fix (glitchrunner off), but would also desync because of 2.0 warp lines
(glitchrunner on).

What I've done is made it so there are three states to glitchrunner mode
now: 2.0 (previously just the "on" state), 2.2 (previously a state you
couldn't use), and "off". Furthermore, I made it an enum, so in case
future versions of the game patch out more glitches, we can add them to
the enum (and the only other thing we have to update is a lookup table
in GlitchrunnerMode.c). Also, 2.2 glitches exist in 2.0, so you'll want
to use GlitchrunnerMode_less_than_or_equal() to check glitchrunner
version.
2021-08-05 13:35:21 -04:00

35 lines
761 B
C

#ifndef GLITCHRUNNERMODE_H
#define GLITCHRUNNERMODE_H
#ifdef __cplusplus
extern "C"
{
#endif
/* Have fun speedrunners! <3 Misa */
/* When a version is added, update the lookup table in GlitchrunnerMode.c */
enum GlitchrunnerMode
{
GlitchrunnerNone,
Glitchrunner2_0,
Glitchrunner2_2, /* 2.1 is same as 2.2 */
GlitchrunnerNumVersions
};
const char* GlitchrunnerMode_enum_to_string(enum GlitchrunnerMode mode);
enum GlitchrunnerMode GlitchrunnerMode_string_to_enum(const char* string);
void GlitchrunnerMode_set(enum GlitchrunnerMode mode);
enum GlitchrunnerMode GlitchrunnerMode_get(void);
int GlitchrunnerMode_less_than_or_equal(enum GlitchrunnerMode mode);
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* GLITCHRUNNERMODE_H */