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Clean up scripts in the editor
Scripts used a weird "hook" system, where script names were extracted into their own list. This was completely unneeded, so it has been replaced with using the script.customscripts vector directly. The script editor has been cleaned up, so the cursor's Y position is relative to the entire script, rather than what's just displaying on the screen currently. This simplifies a lot of code, and I don't know why it was done the other way in the first place. The script selector and script editor cursors have been sped up, since both lists can be massive, and waiting 6 frames per line is extremely slow and boring. This is still slow and boring, but we don't have proper input repetition yet.
This commit is contained in:
committed by
Misa Elizabeth Kai
parent
9c26f51931
commit
6cae666c76
@@ -1954,7 +1954,7 @@ void gamerender(void)
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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if(map.custommode && !map.custommodeforreal && !game.advancetext){
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//Return to level editor
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int alpha = graphics.lerp(ed.oldreturneditoralpha, ed.returneditoralpha);
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int alpha = graphics.lerp(ed.old_return_message_timer, ed.return_message_timer);
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if (alpha > 100)
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{
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