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Don't selectively undraw tiles in towers if backgrounds are off
The game for some reason had this thing where it would not draw the diagonal background tiles if you had animated backgrounds turned off. Which is weird, because spikes with that background are still drawn as spikes with that background. And also, it doesn't do this for any of the tower hallway rooms, which is inconsistent. Better to simplify the logic in Render.cpp anyways by removing graphics.drawtower_nobackground() and making it really clear what exactly we'll do if backgrounds are turned off. ("Aren't we already not drawing the background? What's this _nobackground() function for?")
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3 changed files with 1 additions and 18 deletions
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@ -2441,20 +2441,6 @@ void Graphics::drawtowermap()
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}
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}
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}
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}
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void Graphics::drawtowermap_nobackground()
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{
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int temp;
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int yoff = lerp(map.oldypos, map.ypos);
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for (int j = 0; j < 31; j++)
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{
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for (int i = 0; i < 40; i++)
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{
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temp = map.tower.at(i, j, yoff);
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if (temp > 0 && temp<28) drawtile3(i * 8, (j * 8) - (yoff % 8), temp, map.colstate);
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}
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}
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}
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void Graphics::drawtowerspikes()
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void Graphics::drawtowerspikes()
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{
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{
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int spikeleveltop = lerp(map.oldspikeleveltop, map.spikeleveltop);
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int spikeleveltop = lerp(map.oldspikeleveltop, map.spikeleveltop);
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@ -191,8 +191,6 @@ public:
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void drawtowermap();
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void drawtowermap();
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void drawtowermap_nobackground();
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void drawtowerspikes();
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void drawtowerspikes();
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bool onscreen(int t);
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bool onscreen(int t);
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@ -1382,13 +1382,12 @@ void gamerender()
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if (!game.colourblindmode)
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if (!game.colourblindmode)
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{
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{
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graphics.drawtowerbackground();
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graphics.drawtowerbackground();
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graphics.drawtowermap();
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}
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}
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else
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else
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{
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{
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FillRect(graphics.backBuffer,0x00000);
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FillRect(graphics.backBuffer,0x00000);
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graphics.drawtowermap_nobackground();
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}
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}
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graphics.drawtowermap();
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}
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}
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else
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else
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{
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{
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