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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-30 09:54:10 +03:00
Fix up temporary variables being in topmost scope and bad style
This makes it so temporary variables have their scopes reduced (if
possible). I also didn't hesitate to fix style issues, such as their
names ("temp" is such a bad name), making them const if possible, and
any code it touched too.
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@@ -609,7 +609,7 @@ void mapclass::changefinalcol(int t)
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//change the map to colour t - for the game's final stretch.
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//First up, the tiles. This is just a setting:
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final_mapcol = t;
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int temp = 6 - t;
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const int temp = 6 - t;
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//Next, entities
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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@@ -1079,7 +1079,6 @@ void mapclass::gotoroom(int rx, int ry)
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//Alright, change music depending on where we are:
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music.changemusicarea(game.roomx - 100, game.roomy - 100);
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}
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int temp = rx + (ry * 100);
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loadlevel(game.roomx, game.roomy);
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@@ -1115,13 +1114,14 @@ void mapclass::gotoroom(int rx, int ry)
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//Alright! So, let's look at our lines from the previous rooms, and determine if any of them are actually
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//continuations!
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temp = obj.getplayer();
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if(INBOUNDS_VEC(temp, obj.entities))
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const int player_idx = obj.getplayer();
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if (INBOUNDS_VEC(player_idx, obj.entities))
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{
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obj.entities[temp].oldxp = obj.entities[temp].xp;
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obj.entities[temp].oldyp = obj.entities[temp].yp;
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obj.entities[temp].lerpoldxp = obj.entities[temp].xp - int(obj.entities[temp].vx);
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obj.entities[temp].lerpoldyp = obj.entities[temp].yp - int(obj.entities[temp].vy);
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entclass* player = &obj.entities[player_idx];
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player->oldxp = player->xp;
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player->oldyp = player->yp;
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player->lerpoldxp = player->xp - int(player->vx);
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player->lerpoldyp = player->yp - int(player->vy);
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}
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for (size_t i = 0; i < obj.entities.size(); i++)
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