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WhatsModified.txt
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// Monocle.Engine
protected override void Update(GameTime gameTime)
{
Engine.RawDeltaTime = (float)gameTime.ElapsedGameTime.TotalSeconds;
for (int i = 0; i < TAS.Manager.FrameLoops; i++)
{
Engine.DeltaTime = Engine.RawDeltaTime * Engine.TimeRate * Engine.TimeRateB;
if (!TAS.Manager.Running || TAS.Manager.Recording)
{
MInput.Update();
}
TAS.Manager.UpdateInputs();
if ((TAS.Manager.state & TAS.State.FrameStep) == TAS.State.FrameStep)
{
base.Update(gameTime);
return;
}
if (Engine.ExitOnEscapeKeypress && MInput.Keyboard.Pressed(Microsoft.Xna.Framework.Input.Keys.Escape))
{
base.Exit();
return;
}
if (Engine.OverloadGameLoop != null)
{
Engine.OverloadGameLoop();
base.Update(gameTime);
return;
}
if (Engine.FreezeTimer > 0f)
{
Engine.FreezeTimer = Math.Max(Engine.FreezeTimer - Engine.RawDeltaTime, 0f);
}
else if (this.scene != null)
{
this.scene.BeforeUpdate();
this.scene.Update();
this.scene.AfterUpdate();
}
if (Engine.Commands.Open)
{
Engine.Commands.UpdateOpen();
}
else if (Engine.Commands.Enabled)
{
Engine.Commands.UpdateClosed();
}
if (this.scene != this.nextScene)
{
Scene from = this.scene;
if (this.scene != null)
{
this.scene.End();
}
this.scene = this.nextScene;
this.OnSceneTransition(from, this.nextScene);
if (this.scene != null)
{
this.scene.Begin();
}
}
if (TAS.Manager.FrameLoops < 10)
{
base.Update(gameTime);
}
else if (i >= 8 && this.scene != null && this.scene.Tracker.GetEntity<Celeste.FinalBoss>() != null)
{
break;
}
}
if (TAS.Manager.FrameLoops >= 10)
{
base.Update(gameTime);
}
}
---------------------------------------------------------------------------------
// Celeste.RunThread
public static void Start(Action method, string name, bool highPriority = false)
{
if (TAS.Manager.Running)
{
RunThread.RunThreadWithLogging(method);
return;
}
Thread thread = new Thread(delegate()
{
RunThread.RunThreadWithLogging(method);
});
thread.Name = name;
thread.IsBackground = true;
if (highPriority)
{
thread.Priority = ThreadPriority.Highest;
}
thread.Start();
}
---------------------------------------------------------------------------------
Changed a few fields/methods to public vs private.
Celeste.Player.dashCooldownTimer
Celeste.Player.JumpGraceTimer
Celeste.Player.WallJumpCheck(int dir)
Celeste.Strawberry.collectTimer
Celeste.Strawberry.IsFirstStrawberry
Celeste.SummitVignette.ready
Monocle.MInput.UpdateVirtualInputs()
----------------------------------------------------------------------------------
If you don't want to get achievements from TAS'ing
Celeste.Achievements.Register: replace if statement condition:
public static void Register(Achievement achievement)
{
if (Achievements.Has(achievement) || TAS.Manager.Running)
{
Celeste.Stats.Increment: replace if statement condition:
public static void Increment(Stat stat, int increment = 1)
{
if (Stats.ready && !TAS.Manager.Running)
{