mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 10:09:43 +01:00
Indent game loop yet again
This is because in the previous commit I put braces around it because I needed to have a delta-timestep limiter.
This commit is contained in:
parent
7f526f3ef2
commit
179315c889
1 changed files with 246 additions and 246 deletions
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@ -334,295 +334,295 @@ int main(int argc, char *argv[])
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f_accumulator = fmodf(f_accumulator, 34);
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}
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timePrev = time;
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time = SDL_GetTicks();
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timePrev = time;
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time = SDL_GetTicks();
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game.infocus = key.isActive;
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game.infocus = key.isActive;
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// Update network per frame.
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NETWORK_update();
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// Update network per frame.
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NETWORK_update();
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//timestep limit to 30
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const float rawdeltatime = static_cast<float>(time - timePrev);
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accumulator += rawdeltatime;
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//timestep limit to 30
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const float rawdeltatime = static_cast<float>(time - timePrev);
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accumulator += rawdeltatime;
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Uint32 timesteplimit;
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if (game.gamestate == EDITORMODE)
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{
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timesteplimit = 24;
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}
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else if (game.gamestate == GAMEMODE || game.gamestate == MAPMODE || game.gamestate == TELEPORTERMODE)
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{
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timesteplimit = game.gameframerate;
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}
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else
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{
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timesteplimit = 34;
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}
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while (accumulator >= timesteplimit)
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{
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accumulator = fmodf(accumulator, timesteplimit);
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key.Poll();
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if(key.toggleFullscreen)
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Uint32 timesteplimit;
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if (game.gamestate == EDITORMODE)
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{
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if(!gameScreen.isWindowed)
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{
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SDL_ShowCursor(SDL_DISABLE);
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SDL_ShowCursor(SDL_ENABLE);
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}
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else
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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if(game.gamestate == EDITORMODE)
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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gameScreen.toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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key.toggleFullscreen = false;
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key.keymap.clear(); //we lost the input due to a new window.
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game.press_left = false;
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game.press_right = false;
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game.press_action = true;
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game.press_map = false;
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timesteplimit = 24;
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}
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if(!game.infocus)
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else if (game.gamestate == GAMEMODE || game.gamestate == MAPMODE || game.gamestate == TELEPORTERMODE)
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{
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Mix_Pause(-1);
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Mix_PauseMusic();
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if (!game.blackout)
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{
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FillRect(graphics.backBuffer, 0x00000000);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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}
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graphics.render();
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gameScreen.FlipScreen();
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//We are minimised, so lets put a bit of a delay to save CPU
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SDL_Delay(100);
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timesteplimit = game.gameframerate;
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}
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else
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{
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Mix_Resume(-1);
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Mix_ResumeMusic();
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game.gametimer++;
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graphics.cutscenebarstimer();
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timesteplimit = 34;
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}
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switch(game.gamestate)
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while (accumulator >= timesteplimit)
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{
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accumulator = fmodf(accumulator, timesteplimit);
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key.Poll();
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if(key.toggleFullscreen)
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{
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case PRELOADER:
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preloaderlogic();
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case EDITORMODE:
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graphics.flipmode = false;
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//Input
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editorinput();
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////Logic
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editorlogic();
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break;
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#endif
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case TITLEMODE:
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//Input
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titleinput();
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////Logic
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titlelogic();
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break;
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case GAMEMODE:
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if (script.running)
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if(!gameScreen.isWindowed)
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{
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script.run();
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}
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//Update old positions of entities - has to be done BEFORE gameinput!
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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obj.entities[i].oldxp = obj.entities[i].xp;
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obj.entities[i].oldyp = obj.entities[i].yp;
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}
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gameinput();
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gamelogic();
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break;
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case MAPMODE:
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mapinput();
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maplogic();
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break;
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case TELEPORTERMODE:
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if(game.useteleporter)
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{
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teleporterinput();
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SDL_ShowCursor(SDL_DISABLE);
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SDL_ShowCursor(SDL_ENABLE);
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}
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else
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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if(game.gamestate == EDITORMODE)
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{
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SDL_ShowCursor(SDL_ENABLE);
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}
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gameScreen.toggleFullScreen();
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game.fullscreen = !game.fullscreen;
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key.toggleFullscreen = false;
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key.keymap.clear(); //we lost the input due to a new window.
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game.press_left = false;
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game.press_right = false;
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game.press_action = true;
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game.press_map = false;
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}
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if(!game.infocus)
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{
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Mix_Pause(-1);
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Mix_PauseMusic();
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if (!game.blackout)
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{
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FillRect(graphics.backBuffer, 0x00000000);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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}
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graphics.render();
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gameScreen.FlipScreen();
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//We are minimised, so lets put a bit of a delay to save CPU
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SDL_Delay(100);
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}
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else
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{
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Mix_Resume(-1);
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Mix_ResumeMusic();
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game.gametimer++;
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graphics.cutscenebarstimer();
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switch(game.gamestate)
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{
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case PRELOADER:
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preloaderlogic();
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break;
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#if !defined(NO_CUSTOM_LEVELS)
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case EDITORMODE:
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graphics.flipmode = false;
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//Input
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editorinput();
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////Logic
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editorlogic();
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break;
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#endif
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case TITLEMODE:
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//Input
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titleinput();
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////Logic
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titlelogic();
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break;
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case GAMEMODE:
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if (script.running)
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{
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script.run();
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}
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gameinput();
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}
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maplogic();
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break;
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case GAMECOMPLETE:
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//Input
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gamecompleteinput();
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//Logic
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gamecompletelogic();
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break;
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case GAMECOMPLETE2:
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//Input
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gamecompleteinput2();
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//Logic
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gamecompletelogic2();
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break;
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case CLICKTOSTART:
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break;
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default:
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break;
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//Update old positions of entities - has to be done BEFORE gameinput!
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for (size_t i = 0; i < obj.entities.size(); i++)
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{
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obj.entities[i].oldxp = obj.entities[i].xp;
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obj.entities[i].oldyp = obj.entities[i].yp;
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}
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gameinput();
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gamelogic();
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break;
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case MAPMODE:
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mapinput();
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maplogic();
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break;
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case TELEPORTERMODE:
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if(game.useteleporter)
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{
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teleporterinput();
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}
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else
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{
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if (script.running)
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{
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script.run();
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}
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gameinput();
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}
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maplogic();
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break;
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case GAMECOMPLETE:
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//Input
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gamecompleteinput();
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//Logic
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gamecompletelogic();
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break;
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case GAMECOMPLETE2:
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//Input
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gamecompleteinput2();
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//Logic
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gamecompletelogic2();
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break;
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case CLICKTOSTART:
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break;
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default:
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break;
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}
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}
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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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graphics.updatescreenshake();
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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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graphics.updatescreenshake();
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}
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if (graphics.screenbuffer->badSignalEffect)
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{
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UpdateFilter();
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}
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if (graphics.screenbuffer->badSignalEffect)
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{
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UpdateFilter();
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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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//We did editorinput, now it's safe to turn this off
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key.linealreadyemptykludge = false;
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if (game.savemystats)
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{
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game.savemystats = false;
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game.savestats();
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}
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if (game.savemystats)
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{
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game.savemystats = false;
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game.savestats();
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}
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//Mute button
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//Mute button
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#if !defined(NO_CUSTOM_LEVELS)
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bool inEditor = ed.textentry || ed.scripthelppage == 1;
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bool inEditor = ed.textentry || ed.scripthelppage == 1;
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#else
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bool inEditor = false;
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bool inEditor = false;
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#endif
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if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor)
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{
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game.mutebutton = 8;
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if (key.isDown(KEYBOARD_m) && game.mutebutton<=0 && !inEditor)
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{
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game.mutebutton = 8;
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if (game.muted)
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{
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game.muted = false;
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}
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else
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{
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game.muted = true;
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}
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}
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if(game.mutebutton>0)
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{
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game.mutebutton--;
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}
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if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor)
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{
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game.musicmutebutton = 8;
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game.musicmuted = !game.musicmuted;
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}
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if (game.musicmutebutton > 0)
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{
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game.musicmutebutton--;
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}
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if (game.muted)
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{
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game.muted = false;
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Mix_VolumeMusic(0) ;
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Mix_Volume(-1,0);
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}
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else
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{
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game.muted = true;
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Mix_Volume(-1,MIX_MAX_VOLUME);
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if (game.musicmuted || game.completestop)
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{
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Mix_VolumeMusic(0);
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}
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else
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{
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Mix_VolumeMusic(MIX_MAX_VOLUME);
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}
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}
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}
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if(game.mutebutton>0)
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{
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game.mutebutton--;
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}
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if (key.isDown(KEYBOARD_n) && game.musicmutebutton <= 0 && !inEditor)
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{
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game.musicmutebutton = 8;
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game.musicmuted = !game.musicmuted;
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}
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if (game.musicmutebutton > 0)
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{
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game.musicmutebutton--;
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}
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if (game.muted)
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{
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Mix_VolumeMusic(0) ;
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Mix_Volume(-1,0);
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}
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else
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{
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Mix_Volume(-1,MIX_MAX_VOLUME);
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if (game.musicmuted || game.completestop)
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if (key.resetWindow)
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{
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Mix_VolumeMusic(0);
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key.resetWindow = false;
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gameScreen.ResizeScreen(-1, -1);
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}
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else
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music.processmusic();
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graphics.processfade();
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game.gameclock();
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}
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const float alpha = static_cast<float>(accumulator) / timesteplimit;
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graphics.alpha = alpha;
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if (game.infocus)
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{
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switch (game.gamestate)
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{
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Mix_VolumeMusic(MIX_MAX_VOLUME);
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case PRELOADER:
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preloaderrender();
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break;
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case EDITORMODE:
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graphics.flipmode = false;
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editorrender();
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break;
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case TITLEMODE:
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titlerender();
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break;
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case GAMEMODE:
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gamerender();
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break;
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case MAPMODE:
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maprender();
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break;
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case TELEPORTERMODE:
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teleporterrender();
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break;
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case GAMECOMPLETE:
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gamecompleterender();
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break;
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case GAMECOMPLETE2:
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gamecompleterender2();
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break;
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case CLICKTOSTART:
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help.updateglow();
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break;
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}
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gameScreen.FlipScreen();
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}
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if (key.resetWindow)
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{
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key.resetWindow = false;
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gameScreen.ResizeScreen(-1, -1);
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}
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music.processmusic();
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graphics.processfade();
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game.gameclock();
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}
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const float alpha = static_cast<float>(accumulator) / timesteplimit;
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graphics.alpha = alpha;
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if (game.infocus)
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{
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switch (game.gamestate)
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{
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case PRELOADER:
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preloaderrender();
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break;
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case EDITORMODE:
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graphics.flipmode = false;
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editorrender();
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break;
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case TITLEMODE:
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titlerender();
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break;
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case GAMEMODE:
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gamerender();
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break;
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case MAPMODE:
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maprender();
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break;
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case TELEPORTERMODE:
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teleporterrender();
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break;
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case GAMECOMPLETE:
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gamecompleterender();
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break;
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case GAMECOMPLETE2:
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gamecompleterender2();
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break;
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case CLICKTOSTART:
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help.updateglow();
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break;
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}
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gameScreen.FlipScreen();
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}
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}
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}
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