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De-duplicate screen effects timer decrementing
The code to decrement the timers for flashing and shaking is now handled outside the game-gamestate case-switch, instead of having to be duplicated inside each render function. As a bonus, I made it so the timer decrements even if screen effects are disabled. This is to prevent any theoretical situation where the timer can "pile up" due to disabled screen effects not letting it tick down.
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b26e94b919
commit
0e082551b1
4 changed files with 10 additions and 16 deletions
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@ -1126,13 +1126,11 @@ void titlerender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -1291,13 +1289,11 @@ void gamecompleterender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -1335,13 +1331,11 @@ void gamecompleterender2()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -1705,13 +1699,11 @@ void gamerender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -2520,7 +2512,6 @@ void maprender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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@ -2559,7 +2550,6 @@ void maprender()
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{
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -2697,7 +2687,6 @@ void teleporterrender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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@ -2736,7 +2725,6 @@ void teleporterrender()
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{
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -3424,13 +3424,11 @@ void editorrender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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@ -479,6 +479,16 @@ int main(int argc, char *argv[])
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}
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//Screen effects timers
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if (game.infocus && game.flashlight > 0)
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{
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game.flashlight--;
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}
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if (game.infocus && game.screenshake > 0)
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{
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game.screenshake--;
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}
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//We did editorinput, now it's safe to turn this off
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key.linealreadyemptykludge = false;
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@ -97,13 +97,11 @@ void preloaderrender()
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if (game.flashlight > 0 && !game.noflashingmode)
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{
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game.flashlight--;
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graphics.flashlight();
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}
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if (game.screenshake > 0 && !game.noflashingmode)
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{
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game.screenshake--;
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graphics.screenshake();
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}
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else
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