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Added more EntityY checking for exit1 (Reopen)

Open Jabka666 opened this issue 2 years ago • 2 comments

Made a lower part of the Gate B as a regular room on the map

P.S. Wow, GitHub added Amend function!

Jabka666 avatar Aug 29 '22 18:08 Jabka666

I'm not sure I understand the changes, which issue does this address?

Regalis11 avatar Aug 31 '22 12:08 Regalis11

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...

Jabka666 avatar Aug 31 '22 19:08 Jabka666

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%()

Regalis11 avatar Nov 22 '22 20:11 Regalis11

Good idea

Jabka666 avatar Nov 23 '22 04:11 Jabka666

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

ChronoQuote avatar Sep 25 '23 20:09 ChronoQuote

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.

Regalis11 avatar Jan 01 '24 12:01 Regalis11