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Move activity prompt render updating to gamerenderfixed()
This probably should've been moved to RenderFixed a while ago, because it's unnecessary to run this on every single deltaframe. The only minor wrinkle here is that this means rendering of activity zone fades will be delayed for 1 frame, but #535 will fix that.
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2 changed files with 8 additions and 7 deletions
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@ -1527,6 +1527,14 @@ void gamelogic(void)
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game.activeactivity = obj.checkactivity();
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game.activeactivity = obj.checkactivity();
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if (INBOUNDS_VEC(game.activeactivity, obj.entities))
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{
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game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
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game.activity_r = obj.blocks[game.activeactivity].r;
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game.activity_g = obj.blocks[game.activeactivity].g;
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game.activity_b = obj.blocks[game.activeactivity].b;
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}
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game.oldreadytotele = game.readytotele;
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game.oldreadytotele = game.readytotele;
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if (game.activetele && !game.advancetext && game.hascontrol && !script.running && !game.intimetrial)
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if (game.activetele && !game.advancetext && game.hascontrol && !script.running && !game.intimetrial)
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{
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{
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@ -1688,13 +1688,6 @@ void gamerender(void)
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}
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}
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float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
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float act_alpha = graphics.lerp(game.prev_act_fade, game.act_fade) / 10.0f;
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if (INBOUNDS_VEC(game.activeactivity, obj.entities))
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{
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game.activity_lastprompt = obj.blocks[game.activeactivity].prompt;
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game.activity_r = obj.blocks[game.activeactivity].r;
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game.activity_g = obj.blocks[game.activeactivity].g;
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game.activity_b = obj.blocks[game.activeactivity].b;
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}
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if(game.act_fade>5 || game.prev_act_fade>5)
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if(game.act_fade>5 || game.prev_act_fade>5)
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{
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{
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graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
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graphics.drawtextbox(16, 4, 36, 3, game.activity_r*act_alpha, game.activity_g*act_alpha, game.activity_b*act_alpha);
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