Fix the two-frame-delay when entering a room with an "init" script

This patch is very kludge-y, but at least it fixes a semi-noticeable
visual issue in custom levels that use internal scripts to spawn
entities when loading a room.

Basically, the problem here is that when the game checks for script
boxes and sets newscript, newscript has already been processed for that
frame, and when the game does load a script, script.run() has already
been processed for that frame.

That issue can be fixed, but it turns out that due to my over-30-FPS
game loop changes, there's now ANOTHER visible frame of delay between
room load and entity creation, because the render function gets called
in between the script being loaded at the end of gamelogic() and the
script actually getting run.

So... I have to temporary move script.run() to the end of gamelogic()
(in map.twoframedelayfix()), and make sure it doesn't get run next
frame, because double-evaluations are bad. To do that, I have to
introduce the kludge variable script.dontrunnextframe, which does
exactly as it says.

And with all that work, the two-frame (now three-frame) delay is fixed.
This commit is contained in:
Misa
2020-06-27 17:08:57 -07:00
committed by Ethan Lee
parent baf879d9fd
commit ebd381c228
8 changed files with 52 additions and 2 deletions

View File

@@ -56,7 +56,7 @@ public:
int looppoint, loopcount;
int scriptdelay;
bool running;
bool running, dontrunnextframe;
std::string tempword;
std::string currentletter;