Fixed bug with cloud movement speed during level transition
Can no longer skip boss levels
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parent
ba07c36765
commit
6d20227028
13
rc.c
13
rc.c
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@ -1107,6 +1107,14 @@ void nextlevel(void) {
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// now the player gets invincibility
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// now the player gets invincibility
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player->invuln = INVULNTIME;
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player->invuln = INVULNTIME;
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// phone is cancelled on boss levels
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if (player->powerup == PW_PHONE) {
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if (isbosslevel(curlevelnum)) {
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player->powerup = B_FALSE;
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skiplevels = 0;
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}
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}
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/* reset game stats */
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/* reset game stats */
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if (player->powerup == PW_PHONE) {
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if (player->powerup == PW_PHONE) {
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levelcomplete = LV_CLOUD;
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levelcomplete = LV_CLOUD;
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@ -1154,7 +1162,6 @@ void nextlevel(void) {
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// remove powerup, phone is a special case
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// remove powerup, phone is a special case
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if (player->powerup == PW_PHONE) {
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if (player->powerup == PW_PHONE) {
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skiplevels--;
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skiplevels--;
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printf("%d levels left to skip\n",skiplevels);
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if (skiplevels <= 0) {
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if (skiplevels <= 0) {
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player->powerup = B_FALSE;
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player->powerup = B_FALSE;
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}
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}
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@ -1163,6 +1170,7 @@ printf("%d levels left to skip\n",skiplevels);
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}
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}
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// add initial fading cloud
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// add initial fading cloud
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cloudp = addsprite(P_PINKCLOUD, player->x,player->y + (imageset[P_PINKCLOUD].img[F_WALK1]->h / 2),"initial_pinkcloud");
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cloudp = addsprite(P_PINKCLOUD, player->x,player->y + (imageset[P_PINKCLOUD].img[F_WALK1]->h / 2),"initial_pinkcloud");
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cloudp->size = 1.0;
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cloudp->size = 1.0;
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@ -3259,6 +3267,9 @@ void drawlevel(void) {
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if (pxspeed > pyspeed) pspeed = pxspeed;
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if (pxspeed > pyspeed) pspeed = pxspeed;
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else pspeed = pyspeed;
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else pspeed = pyspeed;
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// just to be sure
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pspeed += 1;
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if (oldexitdir == D_LEFT) {
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if (oldexitdir == D_LEFT) {
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// blit a column at a time to the real screen, shuffling
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// blit a column at a time to the real screen, shuffling
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