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.
This commit is contained in:
Ally
2021-08-31 19:09:51 -03:00
committed by GitHub
parent 8ebf8a21e4
commit 64be7dbd53
7 changed files with 107 additions and 461 deletions

View File

@@ -8903,7 +8903,7 @@ const short* otherlevelclass::loadlevel(int rx, int ry)
//violet
obj.createentity(83, 126, 18, 20, 0, 18);
int crewman = obj.getcrewman(1);
int crewman = obj.getcrewman(PURPLE);
if (INBOUNDS_VEC(crewman, obj.entities))
{
obj.entities[crewman].rule = 7;