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Move gravity line correction to editorrenderfixed
Gravity line correction no longer happens on every deltaframe. This means less CPU time is wasted. Although, there's probably no need to correct gravity lines on every single frame... hm... well, that's an optimization for later (there's plenty of other stuff to cache, like minimap drawing or editor foreground drawing).
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1 changed files with 57 additions and 36 deletions
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@ -2650,47 +2650,17 @@ void editorrender(void)
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case 11: //Gravity lines
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if(edentity[i].p1==0) //Horizontal
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{
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int tx=edentity[i].x-(ed.levx*40);
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int tx2=edentity[i].x-(ed.levx*40);
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int ty=edentity[i].y-(ed.levy*30);
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if (edentity[i].p4 != 1)
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{
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// Unlocked
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while(ed.spikefree(tx,ty)==0) tx--;
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while(ed.spikefree(tx2,ty)==0) tx2++;
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tx++;
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edentity[i].p2=tx;
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edentity[i].p3=(tx2-tx)*8;
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}
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else
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{
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// Locked
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tx = edentity[i].p2;
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tx2 = tx + edentity[i].p3/8;
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}
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int tx = edentity[i].p2;
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int tx2 = tx + edentity[i].p3/8;
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int ty = edentity[i].y % 30;
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FillRect(graphics.backBuffer, (tx*8),(ty*8)+4, (tx2-tx)*8,1, graphics.getRGB(194,194,194));
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fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164,255,164));
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}
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else //Vertical
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{
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int tx=edentity[i].x-(ed.levx*40);
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int ty=edentity[i].y-(ed.levy*30);
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int ty2=edentity[i].y-(ed.levy*30);
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if (edentity[i].p4 != 1)
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{
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// Unlocked
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while(ed.spikefree(tx,ty)==0) ty--;
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while(ed.spikefree(tx,ty2)==0) ty2++;
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ty++;
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edentity[i].p2=ty;
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edentity[i].p3=(ty2-ty)*8;
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}
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else
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{
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// Locked
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ty = edentity[i].p2;
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ty2 = ty + edentity[i].p3/8;
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}
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int tx = edentity[i].x % 40;
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int ty = edentity[i].p2;
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int ty2 = ty + edentity[i].p3/8;
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FillRect(graphics.backBuffer, (tx*8)+3,(ty*8), 1,(ty2-ty)*8, graphics.getRGB(194,194,194));
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fillboxabs((edentity[i].x*8)- (ed.levx*40*8),(edentity[i].y*8)- (ed.levy*30*8),8,8,graphics.getRGB(164,255,164));
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}
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@ -3586,6 +3556,57 @@ void editorrenderfixed(void)
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{
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graphics.updatetowerbackground(graphics.titlebg);
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}
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/* Correct gravity lines */
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for (size_t i = 0; i < edentity.size(); ++i)
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{
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if (edentity[i].x / 40 != ed.levx
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|| edentity[i].y / 30 != ed.levy
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|| edentity[i].t != 11
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/* Is the gravity line locked? */
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|| edentity[i].p4 == 1)
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{
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continue;
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}
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if (edentity[i].p1 == 0)
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{
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/* Horizontal */
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int tx = edentity[i].x % 40;
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int tx2 = tx;
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int ty = edentity[i].y % 30;
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while (!ed.spikefree(tx, ty))
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{
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--tx;
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}
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while (!ed.spikefree(tx2, ty))
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{
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++tx2;
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}
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++tx;
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edentity[i].p2 = tx;
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edentity[i].p3 = (tx2 - tx) * 8;
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}
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else
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{
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/* Vertical */
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int tx = edentity[i].x % 40;
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int ty = edentity[i].y % 30;
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int ty2 = ty;
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/* Unlocked */
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while (!ed.spikefree(tx, ty))
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{
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--ty;
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}
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while (!ed.spikefree(tx, ty2))
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{
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++ty2;
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}
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++ty;
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edentity[i].p2 = ty;
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edentity[i].p3 = (ty2 - ty) * 8;
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}
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}
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}
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void editorlogic(void)
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