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Implement vehicles #434
Implement vehicles #434
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Add "vehicle in use" condition in CommandConditionalBranch
clearing its game_interpreter
Jenkins: test this please <3 |
On foot, ignore upper tiles that are passable above. In vehicles, if an upper tile isn't passable above, it is unpassable. A vehicle can't go through other vehicle.
Game_Vehicle* vehicle; | ||
for (int i = 1; i <= 3; ++i) { | ||
vehicle = Game_Map::GetVehicle((Game_Vehicle::Type) i); | ||
if (vehicle->IsInCurrentMap()) |
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The vehicles will only be visible if they're on the map when the spriteset is created then. Since Game_Vehicle::GetVisible
checks if they're in the current map, how about just removing this check and pushing them on unconditionally?
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That would be slightly slightly slower, because it would update those sprites each frame even if they're not visible. However, the performance difference would be minimal, but I don't see what harm is this check doing.
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If the vehicle is off map, and then an event puts it on map with Set Vehicle Location, the vehicle will be invisible (since it has no sprite). You can test it in eg. OFF at a pedalo recovery point: use --start-map-id 53 --start-position 15 9
(you'll be directly below the Elsen), kill him, and call a pedalo.
Scurest makes a valid point. |
5ccb42b will slow the vehicle's "stepping" speed down. They go between their left-middle-right-middle frames at the same rate as an event at 1/8 move speed, even though they actually move much faster than that. |
I think its easier when we just merge it and you submit your patches via another PR @scurest |
Ah, ok. |
This won't compile properly until EasyRPG/liblcf#132 is pulled.
Things that work now:
Things that don't work:
Also fixed a bug where messages won't terminate if they're in a parallel interpreter, like in the opening of Ahriman's prophecy.
Closes #219.