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Prevent getting suit transitions in invalid rooms
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Miepee committed Feb 3, 2024
1 parent c63602e commit 1bfd8b3
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5 changes: 5 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,11 @@ All notable changes to this project will be documented in this file.

This format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html)

## [1.2.12] - 2024-02-03

### Fixed
- When receiving a suit in a Multiworld, the suit transition cutscene will now not play in invalid rooms anymore.

## [1.2.11] - 2024-01-30

### Fixed
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6 changes: 6 additions & 0 deletions YAMS-LIB/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2478,6 +2478,8 @@ void RotateTextureAndSaveToTexturePage(int rotation, UndertaleTexturePageItem te
global.SuitChange = 0;
if (!(collision_point((x + 8), (y + 8), oSolid, 0, 1)))
global.SuitChange = 0;
if (room == rm_transition || room == rm_loading || room == itemroom)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
global.SuitChangeGravity = 0;
Expand All @@ -2504,6 +2506,8 @@ void RotateTextureAndSaveToTexturePage(int rotation, UndertaleTexturePageItem te
global.SuitChange = 0;
if (!(collision_point((x + 8), (y + 8), oSolid, 0, 1)))
global.SuitChange = 0;
if (room == rm_transition || room == rm_loading || room == itemroom)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
global.SuitChangeGravity = 1;
Expand All @@ -2526,6 +2530,8 @@ void RotateTextureAndSaveToTexturePage(int rotation, UndertaleTexturePageItem te
global.SuitChange = 0;
if (!(collision_point((x + 8), (y + 8), oSolid, 0, 1)))
global.SuitChange = 0;
if (room == rm_transition || room == rm_loading || room == itemroom)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
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