commit 2c6a4bae
Removed the things that would have been the editor mode
Changed files
| M | source/code/BlockGameSdl.inc before |
| M | source/code/main.cpp before |
| M | source/code/mainVars.inc before |
diff --git a/source/code/BlockGameSdl.inc b/source/code/BlockGameSdl.inc
index 3b40eb3..cb551ed 100644
--- a/source/code/BlockGameSdl.inc
+++ b/source/code/BlockGameSdl.inc
@@ -434,7 +434,7 @@ public:
}
}
- if ((bGameOver)&&(!editorMode)) {
+ if (bGameOver) {
if (hasWonTheGame) {
DrawImgBoard(iWinner, 0, 5*bsize);
}
diff --git a/source/code/main.cpp b/source/code/main.cpp
index a02c117..79dfb45 100644
--- a/source/code/main.cpp
+++ b/source/code/main.cpp
@@ -451,7 +451,7 @@ void DrawEverything(int xsize, int ysize,BlockGameSdl* theGame, BlockGameSdl* th
if (theGame->GetAIenabled()) {
player1name.SetText(_("AI"));
}
- else if (editorMode || singlePuzzle) {
+ else if (singlePuzzle) {
player1name.SetText(_("Playing field"));
}
else {
@@ -515,7 +515,7 @@ void DrawEverything(int xsize, int ysize,BlockGameSdl* theGame, BlockGameSdl* th
DrawIMG(stageBobble,globalData.screen,theGame->GetTopX()+280,theGame->GetTopY()+650+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1);
}
//player1 finnish, player2 start
- if (!editorMode /*&& !singlePuzzle*/ ) {
+ if (true ) {
/*
*If single player mode (and not VS)
*/
@@ -1140,7 +1140,7 @@ int main(int argc, char* argv[]) {
//Saves options
- if (!editorMode) {
+ if (true) {
configSettings->setInt("fullscreen",(int)globalData.bFullscreen);
configSettings->setInt("musicenabled",(int)globalData.MusicEnabled);
configSettings->setInt("soundenabled",(int)globalData.SoundEnabled);
@@ -1336,7 +1336,7 @@ int runGame(Gametype gametype, int level) {
done=1;
DrawBackground(globalData.screen);
}
- if ((!editorMode)&&(!editorModeTest)&&(!theGame.GetAIenabled())) {
+ if (!theGame.GetAIenabled()) {
//player1:
if ( event.key.keysym.sym == keySettings[player1keys].up ) {
a.action = BlockGameAction::Action::MOVE;
@@ -1367,7 +1367,7 @@ int runGame(Gametype gametype, int level) {
theGame.DoAction(a);
}
}
- if (!editorMode && !theGame2.GetAIenabled()) {
+ if (!theGame2.GetAIenabled()) {
//player2:
if ( event.key.keysym.sym == keySettings[player2keys].up ) {
a.action = BlockGameAction::Action::MOVE;
@@ -1399,7 +1399,7 @@ int runGame(Gametype gametype, int level) {
}
}
//common:
- if ((!singlePuzzle)&&(!editorMode)) {
+ if (!singlePuzzle) {
if ( event.key.keysym.sym == SDLK_F2 ) {
/*#if NETWORK
if ((!showOptions)&&(!networkActive)){
@@ -1585,7 +1585,7 @@ int runGame(Gametype gametype, int level) {
bMouseUp2=true;
}
- if (!editorMode ) {
+ if (true ) {
//read mouse events
if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
//This is the mouse events
diff --git a/source/code/mainVars.inc b/source/code/mainVars.inc
index 8ab6b78..f30b3c0 100644
--- a/source/code/mainVars.inc
+++ b/source/code/mainVars.inc
@@ -113,9 +113,6 @@ static bool bNearDeathPrev; //Near death status last time che
static bool puzzleLoaded; //true if the puzzle levels have been loaded
static bool drawBalls; //if true balls are drawed to the screen, this might lower framerate too much
-static bool editorMode = false;
-static bool editorModeTest = false;
-
//global settings (reset everytime the game starts)