diff --git a/desktop_version/src/Graphics.cpp b/desktop_version/src/Graphics.cpp index f33fc231..14116b39 100644 --- a/desktop_version/src/Graphics.cpp +++ b/desktop_version/src/Graphics.cpp @@ -2244,6 +2244,8 @@ void Graphics::drawtowerbackground() drawtowertile3(i * 8, 29*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); temp = map.tower.backat(i, 30, map.bypos); drawtowertile3(i * 8, 30*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); + temp = map.tower.backat(i, 31, map.bypos); + drawtowertile3(i * 8, 31*8 - (map.bypos % 8) - map.bscroll, temp, map.colstate); } } diff --git a/desktop_version/src/Input.cpp b/desktop_version/src/Input.cpp index e49d75e5..02f5dbd7 100644 --- a/desktop_version/src/Input.cpp +++ b/desktop_version/src/Input.cpp @@ -2118,6 +2118,9 @@ void gamecompleteinput() game.press_action = false; game.press_map = false; + //Do this here because input comes first + map.bypos += map.bscroll; + if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip)) { game.creditposition -= 6; @@ -2131,8 +2134,7 @@ void gamecompleteinput() } else { - map.bypos += 6; - map.bscroll = +6; + map.bscroll = +7; } game.press_action = true; } diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index e87d291a..de9fe1cb 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -48,8 +48,7 @@ void gamecompletelogic() map.updatetowerglow(); help.updateglow(); graphics.crewframe = 0; - - map.tdrawback = true; + map.scrolldir = 1; game.creditposition--; if (game.creditposition <= -game.creditmaxposition) @@ -57,9 +56,8 @@ void gamecompletelogic() game.creditposition = -game.creditmaxposition; map.bscroll = 0; } - else + else if (!game.press_action) { - map.bypos += 1; map.bscroll = +1; } @@ -68,6 +66,8 @@ void gamecompletelogic() //Fix some graphical things graphics.showcutscenebars = false; graphics.cutscenebarspos = 0; + map.scrolldir = 0; + map.bypos = 0; //Return to game game.gamestate = GAMECOMPLETE2; graphics.fademode = 4;