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Fix deltaframe tower BG flicker when exiting menu in H/V warp room
To fix this annoying flicker (which, btw, took me WAY too long to do), I had to introduce yet another kludge variable to signal that the horizontal/vertical warp background should be re-initialized on the pause screen. I think I could technically keep the 'graphics.backgrounddrawn = false;' in maplogic() and remove the 'graphics.backgrounddrawn = false;' in Game::returntopausemenu(), but I'm keeping that other one around because it doesn't hurt and just as a general precaution and safety measure.
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3 changed files with 13 additions and 0 deletions
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@ -391,6 +391,7 @@ void Game::init(void)
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ingame_titlemode = false;
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kludge_ingametemp = Menu::mainmenu;
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shouldreturntopausemenu = false;
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/* Terry's Patrons... */
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const char* superpatrons_arr[] = {
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@ -7766,4 +7767,5 @@ void Game::returntopausemenu()
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graphics.backgrounddrawn = false;
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game.mapheld = true;
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graphics.flipmode = graphics.setflipmode;
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game.shouldreturntopausemenu = true;
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}
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@ -408,6 +408,7 @@ public:
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bool ingame_titlemode;
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bool shouldreturntopausemenu;
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void returntopausemenu();
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};
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@ -79,6 +79,16 @@ void maplogic()
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graphics.updatetextboxes();
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graphics.updatetitlecolours();
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if (game.shouldreturntopausemenu)
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{
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game.shouldreturntopausemenu = false;
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graphics.backgrounddrawn = false;
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if (map.background == 3 || map.background || 4)
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{
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graphics.updatebackground(map.background);
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}
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}
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graphics.crewframedelay--;
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if (graphics.crewframedelay <= 0)
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{
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