From 66d19d4cf47cd4fb96a68ea5b1e0e1819125c0c2 Mon Sep 17 00:00:00 2001 From: Misa Date: Mon, 29 Jun 2020 15:32:07 -0700 Subject: [PATCH] Disable two-frame delay fix in glitchrunner mode The two-frame delay can be utilized to trigger a glitch that spawns entities in the wrong room. --- desktop_version/src/Map.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/desktop_version/src/Map.cpp b/desktop_version/src/Map.cpp index 2d6e0289..0537db25 100644 --- a/desktop_version/src/Map.cpp +++ b/desktop_version/src/Map.cpp @@ -1988,7 +1988,8 @@ void mapclass::twoframedelayfix() // and when the script gets loaded script.run() has already ran for that frame, too. // A bit kludge-y, but it's the least we can do without changing the frame ordering. - if (game.deathseq != -1 + if (game.glitchrunnermode + || game.deathseq != -1 // obj.checktrigger() sets obj.activetrigger || obj.checktrigger() <= -1 || obj.activetrigger < 300)