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https://github.com/TerryCavanagh/VVVVVV.git
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Clean up and prevent unnecessary qualifiers to self
By "unnecessary qualifiers to self", I mean something like using the 'game.' qualifier for a variable on the Game class when you're inside a function on the Game class itself. This patch is to enforce consistency as most of the code doesn't have these unnecessary qualifiers. To prevent further unnecessary qualifiers to self, I made it so the extern in each header file can be omitted by using a define. That way, if someone writes something referring to 'game.' on a Game function, there will be a compile error. However, if you really need to have a reference to the global name, and you're within the same .cpp file as the implementation of that object, you can just do the extern at the function-level. A good example of this is editorinput()/editorrender()/editorlogic() in editor.cpp. In my opinion, they should probably be split off into their own separate file because editor.cpp is getting way too big, but this will do for now.
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@@ -1,3 +1,4 @@
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#define GAME_DEFINITION
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#include "Game.h"
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#include <sstream>
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@@ -6619,8 +6620,8 @@ void Game::createmenu( enum Menu::MenuName t, bool samemenu/*= false*/ )
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option("animated backgrounds");
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option("screen effects");
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option("text outline");
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option("invincibility", !ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode));
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option("slowdown", !ingame_titlemode || (!game.insecretlab && !game.intimetrial && !game.nodeathmode));
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option("invincibility", !ingame_titlemode || (!insecretlab && !intimetrial && !nodeathmode));
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option("slowdown", !ingame_titlemode || (!insecretlab && !intimetrial && !nodeathmode));
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option("return");
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menuyoff = 0;
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break;
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@@ -7196,13 +7197,13 @@ void Game::returntolab()
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#if !defined(NO_CUSTOM_LEVELS)
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void Game::returntoeditor()
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{
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game.gamestate = EDITORMODE;
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gamestate = EDITORMODE;
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graphics.textbox.clear();
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game.hascontrol = true;
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game.advancetext = false;
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game.completestop = false;
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game.state = 0;
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hascontrol = true;
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advancetext = false;
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completestop = false;
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state = 0;
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graphics.showcutscenebars = false;
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graphics.fademode = 0;
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@@ -7234,13 +7235,13 @@ void Game::returntopausemenu()
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map.kludge_to_bg();
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map.tdrawback = true;
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graphics.backgrounddrawn = false;
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game.mapheld = true;
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mapheld = true;
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graphics.flipmode = graphics.setflipmode;
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if (!map.custommode && !graphics.flipmode)
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{
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obj.flags[73] = true;
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}
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game.shouldreturntopausemenu = true;
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shouldreturntopausemenu = true;
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}
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void Game::unlockAchievement(const char *name) {
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