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Move finalstretch animation code to gamelogic()
Otherwise, the tile animations will go too fast. However, the overall color cycling hasn't been going fast, since it was never in gamerender() in the first place.
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2 changed files with 17 additions and 15 deletions
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@ -2279,21 +2279,6 @@ void Graphics::drawmap()
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void Graphics::drawfinalmap()
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{
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//Update colour cycling for final level
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if (map.final_colormode) {
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map.final_aniframedelay--;
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if(map.final_aniframedelay==0)
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{
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foregrounddrawn=false;
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}
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if (map.final_aniframedelay <= 0) {
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map.final_aniframedelay = 2;
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map.final_aniframe++;
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if (map.final_aniframe >= 4)
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map.final_aniframe = 0;
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}
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}
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if (!foregrounddrawn) {
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FillRect(foregroundBuffer, 0x00000000);
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if(map.tileset==0){
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@ -1306,6 +1306,23 @@ void gamelogic()
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}
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}
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}
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//Update colour cycling for final level
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if (map.finalmode && map.final_colormode)
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{
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map.final_aniframedelay--;
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if(map.final_aniframedelay==0)
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{
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graphics.foregrounddrawn=false;
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}
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if (map.final_aniframedelay <= 0) {
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map.final_aniframedelay = 2;
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map.final_aniframe++;
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if (map.final_aniframe >= 4)
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map.final_aniframe = 0;
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}
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}
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int j;
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if (game.roomchange)
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{
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