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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 01:48:15 +03:00
Remove outdated comments from Map.cpp
Surprisingly not that many. It looks like at one point in development, damage blocks were created for every single spike in the Tower, before it was too laggy so they switched to directly checking collision with the tile instead.
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@@ -169,12 +169,6 @@ void mapclass::transformname(int t)
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{
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//transform special names into new ones, one step at a time
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/*
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if (specialnames[3] == "") { specialnames[3] = ;
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}else if (specialnames[3] == "") { specialnames[3] = ;
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}
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*/
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glitchdelay--;
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if(glitchdelay<=0)
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{
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@@ -465,7 +459,6 @@ int mapclass::finalat(int x, int y)
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//Special case: animated tiles
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if (final_mapcol == 1)
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{
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// return contents[x + vmult[y]] - (final_mapcol * 3) + (int(fRandom()*12)*40);
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// Windows hits fRandom() == 1 frequently! For fuck sake! -flibit
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return 737 + (std::min(int(fRandom() * 12), 11) * 40);
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}
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@@ -934,10 +927,6 @@ void mapclass::gotoroom(int rx, int ry)
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if (finalmode)
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{
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//Ok, what way are we moving?
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/*if (rx - finalx >= 1) finalx++;
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if (rx - finalx <= -1) finalx--;
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if (ry - finaly >= 1) finaly++;
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if (ry - finaly <= -1) finaly--;*/
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finalx = rx;
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finaly = ry;
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game.roomx = finalx;
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@@ -1177,8 +1166,6 @@ std::string mapclass::currentarea(int t)
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void mapclass::loadlevel(int rx, int ry)
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{
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int t;
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//t = rx + (ry * 100);
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//roomname = "[UNTITLED] (" + String(rx)+","+String(ry)+")";
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if (!finalmode)
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{
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explored[rx - 100 + ((ry - 100) * 20)] = 1;
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@@ -1755,14 +1742,7 @@ void mapclass::loadlevel(int rx, int ry)
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//The room's loaded: now we fill out damage blocks based on the tiles.
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if (towermode)
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{
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for (int j = 0; j < 700; j++)
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{
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for (int i = 0; i < 40; i++)
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{
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//Damage blocks
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//if (tower.contents[i + tower.vmult[j]] >=6 && tower.contents[i + tower.vmult[j]] <= 11) obj.createblock(2, (i * 8) + 1, j * 8, 6, 8);
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}
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}
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}
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else
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{
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