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Don't lerp when drawing all-sides warp background
There's nothing to interpolate. It moves at one pixel per frame. And interpolating sometimes results in the box being short by 1 pixel to cover the whole screen on deltaframes, so if you stand on the right edge of the screen and have a translucent sprite, it will quickly draw over itself many times, and it looks glitchy. This commit fixes that bug.
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@ -2325,7 +2325,7 @@ void Graphics::drawbackground( int t )
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for (int i = 10 ; i >= 0; i--)
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for (int i = 10 ; i >= 0; i--)
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{
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{
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temp = (i << 4) + lerp(backoffset - 1, backoffset);
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temp = (i << 4) + backoffset;
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setwarprect(160 - temp, 120 - temp, temp * 2, temp * 2);
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setwarprect(160 - temp, 120 - temp, temp * 2, temp * 2);
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if (i % 2 == warpskip)
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if (i % 2 == warpskip)
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{
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{
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