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Pizza Tower/Unused Code

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This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

This is a sub-page of Pizza Tower.

Hmmm...
To do:
Everything
  • Don't actually put code here, just give an explanation of what the code you're talking about does. If the code is for an unused object, talk about it on the object's description on the Unused Objects subpage, not here.
  • Unused Player Code (unused moves, transformations, other states, etc.)
  • Unused Enemy Code (unused behaviours)
  • Unused Scripts
  • Unused Object Code (for example, there's code for early escape times in Pillar John's destroy code.)

Sub-Pages

Pizza Tower spr-playerN-hookshot1.gif
Unused Player Code
Kung-Fu, slapping, chainsaws... washing machines...
Windows-PizzaTower-spr cheeseslime rage-1.gif
Unused Enemy Code
Raging Cheese!

Unused Scripts

scr_losepoints

This script is empty, but its function can be inferred from its name. It's called by some of the objects that transform the player, as it was for a mechanic where gaining transformations would take points away, a mechanic that was removed very quickly due to very negative feedback. It was removed so fast that it never even appeared in any released prototype builds.

tile_meeting

This script would have allowed the game to use tilesets for collisions rather than objects. This code is unfinished, as the developers gave up on this new collision system before getting it to work well in even a single room, that room being rm_testing4.

scr_secrettriggers

This script is a leftover from an old version of the secret system used during the Rework era of the game's development. It contains functions that check how many secret triggers are pressed, opens secret portals when all of them are pressed, and closes secrets portals.

scr_piggyblock_destroy()

A function that can be found in scr_ratblock, and is never called by any objects. When an object is hacked to use it, it'll simply check if the player touches it while attacking, destroying itself if this requirement is met. Notably, this function was added to the files in the Halloween Update.

Unused Object Code

Pillar John

Pillar John's Destroy event contains the code that sets the escape time. However, the script also contains an early table for them left over from earlier builds. This code sets the variables global.minutes and global.seconds, which were used for escape times in every build before the Rework Build when escape times were changed to use a single variable, global.fill, instead. Several escape times are for unused levels, half of which being unused versions of levels from pre-Eggplant builds. The early escape times are as follows:

Level Early Escape Time Final Escape Time
John Gutter 2:30 2:35
Pizzascape 2:15 2:50
Ancient Cheese 2:59 3:00
Bloodsauce Dungeon 4:30 3:25
Pizzascare 3:15 3:30
Strongcold (Unused) 4:00 N/A
Dragon Lair (Unused) 0:59 N/A
Oregano Desert (Pre-Eggplant Version) 2:30 N/A
Wasteyard 3:59 3:40
Fun Farm 3:59 2:40
Space Pinball (Unused) 3:12 N/A
Pineapple Beach (Crust Crove Pre-Eggplant Version) 3:30 N/A
Gnome Forest 3:30 3:30
GOLF 7:30 4:30
Deep-Dish 9 5:30 3:05
Oh Shit! 5:30 4:35
City (Unused) 5:30 N/A
Mansion (Unused, April 2021 Version) 5:30 N/A
Factory (Peppibot Factory Pre-Eggplant Version) 6:30 N/A
Refrigerator-Refrigerador-Freezerator 5:30 3:40
WAR 6:30 N/A (Uses unique timer)
Exit (Unused) 9:59 N/A
Kids Party (Don't Make a Sound Pre-Eggplant Version) 3:30 N/A
custom_lvl_room (2020 Level Editor Leftover) 2:15 N/A

Many of these escape times are too long for the final game, as the escape themes no longer loop and will end before the the timer reaches 0. If the current level doesn't match any of the ones above, it defaults to 5:30, which is the same default escape time the final game uses. On that note global.fill is set to 4000 (which is 5:30, as mentioned before) when Pillar John is destroyed, but it's immediately set to whatever the escape time for the level is supposed to be afterwards.

Sword in the Stone

The Sword in the Stone's Step code references boss_pizzaface (Pizzaface's boss room), as it was originally going to be used as a way for the player to stun Pizzahead while in the knight transformation, however the idea was scrapped.

Legacy Toppin Behaviour

Found in the Collision code of the Toppins lies behavior from older builds, where obtaining a Toppin would display a message that would say "YOU NEED # MORE TOPPINS!" once collected, with # being the number of Toppins left. Once all have been collected, a message saying "YOU HAVE ALL TOPPINS!" would display. This no longer functions due to it relying on code from obj_tv that was removed after the HUD overhaul in the April 2021 Build.

Outlets

The outlets seen in various levels have an unused variable named "fake" in its Create code. If changed to 1, the outlet will destroy itself once the player touches it.