Fix a couple missed spots with actors_move_instantly
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parent
9763ceaa1c
commit
037d9d86fb
13
js/game.js
13
js/game.js
@ -575,7 +575,7 @@ export class Level extends LevelInterface {
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// At last, a wired cell edge we have not yet handled. Floodfill from here
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// At last, a wired cell edge we have not yet handled. Floodfill from here
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let circuit = algorithms.trace_floor_circuit(
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let circuit = algorithms.trace_floor_circuit(
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this, this.compat.tiles_react_instantly ? 'always' : 'still',
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this, this.compat.actors_move_instantly ? 'always' : 'still',
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terrain.cell, direction,
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terrain.cell, direction,
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);
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);
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this.circuits.push(circuit);
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this.circuits.push(circuit);
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@ -2259,9 +2259,6 @@ export class Level extends LevelInterface {
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}
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}
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if (tile.cell) {
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if (tile.cell) {
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this.add_actor(tile);
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this.add_actor(tile);
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if (this.compat.actors_move_instantly) {
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tile.moves_instantly = true;
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}
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}
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}
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this.add_tile(dropping_actor, cell);
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this.add_tile(dropping_actor, cell);
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}
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}
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@ -2735,9 +2732,13 @@ export class Level extends LevelInterface {
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}
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}
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add_actor(actor) {
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add_actor(actor) {
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if (this.compat.actors_move_instantly) {
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actor.moves_instantly = true;
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}
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if (this.compat.reuse_actor_slots && actor.type.layer !== LAYERS.vfx) {
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if (this.compat.reuse_actor_slots && actor.type.layer !== LAYERS.vfx) {
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// Place the new actor in the first slot taken up by a nonexistent one, but not VFX
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// Lynx: New actors go in the first available "dead" slot. VFX are exempt, since those
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// which aren't supposed to impact gameplay
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// are LL additions and shouldn't affect gameplay
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for (let i = 0, l = this.actors.length; i < l; i++) {
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for (let i = 0, l = this.actors.length; i < l; i++) {
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let old_actor = this.actors[i];
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let old_actor = this.actors[i];
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if (old_actor !== this.player && ! old_actor.cell) {
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if (old_actor !== this.player && ! old_actor.cell) {
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