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Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass object, and moved all functions and variables that only get used in the in-game level editor to that class. This cleanly demarcates which things are in the editor and which things are just general custom level stuff. Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS and NO_EDITOR ifdefs, too, in several places.
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@@ -1257,7 +1257,7 @@ void entityclass::createentity(int xp, int yp, int t, int meta1, int meta2, int
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#if !defined(NO_CUSTOM_LEVELS)
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// Special case for gray Warp Zone tileset!
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const edlevelclass* const room = ed.getroomprop(game.roomx - 100, game.roomy - 100);
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const edlevelclass* const room = cl.getroomprop(game.roomx - 100, game.roomy - 100);
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bool custom_gray = room->tileset == 3 && room->tilecol == 6;
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#else
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bool custom_gray = false;
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