lexys-labyrinth
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Player isn't considered to be actually moving through logic gates when they appear in a wired teleport network
This manifests in 2 ways
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Teleporting player can get "stuck" at a logic gate until it's free

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Teleport delay through logic gates

In Lexy you just appear at the teleporter at the end instantaneously if all of the gates are powered.
There's also some awful despawn/respawn shit going on if you ever try to emulate that. I suppose if the teleport fails, then the player is respawned on the tile where they tried to teleport.
However, if the player gets stuck because they traveled off a loose powered wire with no teleport at the end (and only if they traveled through one or more logic gate on the way, implying the presence of the gate activates some alternate wired teleport behavior) then the game will crash the next time a level is loaded. To emulate this, all queued respawns/despawns should be cleared when this happens. (They should be cleared whenever any crash would happen, e.g. #44)
There's also some situations where trying to respawn a gate-stuck player after exiting the level just crashes for reasons I can't figure out (or the game fails to respawn the player and then crashes one level load later) .
this is technically correct but is going to be a nightmare! in the meantime i'm hoping that no one actually makes levels depending on this