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If a trinket or crewmate ID is out-of-bounds, it will not be created. This is not only because the `collect`/`customcollect` check in entityclass::createentity() would then be out-of-bounds, but also touching it would also be out-of-bounds, too. Display trinkets will always be created if the ID is out-of-bounds. Apparently some people (@AllyTally) have been creating display trinkets with IDs of -1 in order to get a display trinket that always shows up, which is rather horrifying. But it makes sense, there's a lot more nonzero int values than there are the amount of int values that are zero, so it's fairly likely that the `collect` check will always come up to be true (nonzero). Also, it's more useful to be able to have a display trinket that always shows up without having to collect a trinket beforehand, than it is to have it not be created (because technically by default, you're already in the world where you don't have it created). Display trinkets still have their `para` set to their ID, though, and if they managed to gain an `onentity` of 1, bad things could happen... So just to be sure, I added INBOUNDS checks to crewmates and trinkets in entityclass::updateentities() so no UB will happen if you collect a crewmate/trinket with an out-of-bounds ID. Also, I de-duplicated the `collect`/`customcollect` setting, too. |
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README.md |
This is the source code to VVVVVV, version 2.0+. For more context about this release, see the announcement on Terry's blog!
License
VVVVVV's source code is made available under a custom license. See LICENSE.md for more details.
In general, if you're interested in creating something that falls outside the license terms, get in touch with Terry and we'll talk about it!
Authors
- Created by Terry Cavanagh
- Room Names by Bennett Foddy
- Music by Magnus Pålsson
- Metal Soundtrack by FamilyJules
- 2.0 Update (C++ Port) by Simon Roth
- 2.2 Update (SDL2/PhysicsFS/Steamworks port) by Ethan Lee
- Beta Testing by Sam Kaplan and Pauli Kohberger
- Ending Picture by Pauli Kohberger
Versions
There are two versions of the VVVVVV source code available - the desktop version (based on the C++ port, and currently live on Steam), and the mobile version (based on a fork of the original flash source code, and currently live on iOS and Android).