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Don't make suit transition cutscene place at 0,0 (#173)
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Miepee authored Feb 7, 2024
1 parent 65567c1 commit d4c4be9
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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)

## [1.2.13] - 2024-02-07

### Fixed
- When receiving a suit in a Multiworld, the suit transition cutscene will not place you at a room's (0,0) coordinate anymore.

## [1.2.12] - 2024-02-03

### Fixed
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6 changes: 3 additions & 3 deletions YAMS-LIB/Program.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2478,7 +2478,7 @@ 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)
if (room == rm_transition || room == rm_loading || room == itemroom || object_index == oControl)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
Expand Down Expand Up @@ -2506,7 +2506,7 @@ 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)
if (room == rm_transition || room == rm_loading || room == itemroom || object_index == oControl)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
Expand All @@ -2530,7 +2530,7 @@ 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)
if (room == rm_transition || room == rm_loading || room == itemroom || object_index == oControl)
global.SuitChange = 0;
global.SuitChangeX = x;
global.SuitChangeY = y;
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