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Refactor colors in internal commands
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR, but as I was working on that, I discovered there's a lot more that needs to be done than just deduplication. Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that everything works consistently and no copy/pasting is required. Next is the fallback; instead of giving up and doing various things when it can't find a specific color, it now attempts to treat the color name as an ID, and if it can't then it returns -1, where each individual command handles that return value. This means we can keep around AEM -- a bug used in custom levels -- by not doing anything with the return value if it's -1. Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in entityclass and left (and modified) the one in the graphics class, since the graphics class also has the `crewcolourreal` function.
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@@ -2005,7 +2005,7 @@ void mapclass::loadlevel(int rx, int ry)
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{
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//A slight varation - she's upside down
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obj.createentity(249, 62, 18, 16, 0, 18);
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int j = obj.getcrewman(5);
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int j = obj.getcrewman(BLUE);
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if (INBOUNDS_VEC(j, obj.entities))
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{
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obj.entities[j].rule = 7;
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