scpcb
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Added more EntityY checking for exit1 (Reopen)
Made a lower part of the Gate B as a regular room on the map
P.S. Wow, GitHub added Amend
function!
I'm not sure I understand the changes, which issue does this address?
I'm not sure I understand the changes, which issue does this address?
exit1 is a room that have a lower location (connected to the map) and upper location (ending area). This commit fully separates locations. Gate A has separated areas called "gatea" and "gateaentrance", but "exit1" doesn't.
Example #1: you can't save inside lower area (but you can inside gateaentrance
)
Example #2: ambient light doesn't work correctly inside lower area;
Example #3: ambients don't work correctly and etc...
I think this check should be consolidated into a single function instead of repeating the same code in multiple places, for example something like
Function IsPlayerOutsideFacility%()
Good idea
There is already a function called CheckForPlayerInFacility
which updates the global InFacility
every frame during gameplay.
https://github.com/Regalis11/scpcb/blob/53ec858564d2e05baf3313e2f73fb025ee5a7497/Main.bb#L11631-L11647
I still think it'd be better to consolidate all these checks into one place - and since there seems to be an existing variable keeping track of whether the player is in the facility, it seems that'd be the appropriate thing to use. I won't be accepting this PR in the current form.