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// where we short-circuit to depends on whether we check for equality or not.
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// for equality, we should short-circuit to the "block of the if statement" (past our current condition, whether it be the actual block or another condition),
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// since our desired behaviour is `player.StateMachine.State == state || player.StateMachine.State == St.DreamTunnelDash` and the first part of that or has been satisfied,
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// for equality, we should short-circuit to the "block" of the if statement (past our current condition, whether it be the actual block or another condition),
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// since our desired behaviour is `player.StateMachine.State == state || player.StateMachine.State == St.DreamTunnelDash` and the first term of that or has been satisfied,
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// just like how `if (true || condition()) { ... }` should immediately skip checking `condition()` (since `true` or anything is `true`) and run the block inside the if.
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// for inequality, it's the other way around: we should short-circuit immediately past the rest of the if statement, since our desired behaviour will be
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// for inequality, it's the other way around: we should short-circuit past the rest of the if statement (skipping the block), since our desired behaviour will be
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// `player.StateMachine.State != state && player.StateMachine.State != St.DreamTunnelDash` and we know the first condition of that and is false, just like how
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// `if (false && condition()) { ... }` should immediately skip checking `condition()` (since `false` and anything is `false`) and never run the block inside the if.
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// our `afterMatch` label points to after our current condition, and our `failedCheck` label points to after the rest of the statement.
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cursor.Goto(equal?afterMatch:failedCheck.Target);
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// extra player cleanup, we branch over it in normal behaviour but jump into it if needed (see above)
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// extra player cleanup, we skip over it in normal behaviour but jump into it if needed (see above)
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