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Remove kludge_to_bg() and bg_to_kludge()
Now that tower, title, and horizontal/veritcal warp backgrounds all use separate buffers, there's no longer any need to temporarily store variables as a workaround for the buffers stepping on each other.
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4 changed files with 0 additions and 25 deletions
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@ -7232,7 +7232,6 @@ void Game::returntopausemenu()
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ingame_titlemode = false;
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returntomenu(kludge_ingametemp);
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gamestate = MAPMODE;
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map.kludge_to_bg();
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graphics.titlebg.tdrawback = true;
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graphics.backgrounddrawn = false;
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mapheld = true;
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@ -2379,7 +2379,6 @@ void mapmenuactionpress()
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{
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game.createmenu(Menu::options);
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}
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map.bg_to_kludge();
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game.kludge_ingametemp = game.currentmenuname;
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graphics.titlebg.scrolldir = 0;
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@ -87,9 +87,6 @@ mapclass::mapclass()
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cameraseek = 0;
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minitowermode = false;
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roomtexton = false;
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kludge_bypos = 0;
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kludge_colstate = 0;
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kludge_scrolldir = 0;
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}
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//Areamap starts at 100,100 and extends 20x20
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@ -2109,17 +2106,3 @@ void mapclass::twoframedelayfix()
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script.dontrunnextframe = true;
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}
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}
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void mapclass::bg_to_kludge()
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{
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kludge_bypos = graphics.towerbg.bypos;
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kludge_colstate = graphics.towerbg.colstate;
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kludge_scrolldir = graphics.towerbg.scrolldir;
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}
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void mapclass::kludge_to_bg()
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{
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graphics.towerbg.bypos = kludge_bypos;
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graphics.towerbg.colstate = kludge_colstate;
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graphics.towerbg.scrolldir = kludge_scrolldir;
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}
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@ -165,12 +165,6 @@ public:
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//Map cursor
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int cursorstate, cursordelay;
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int kludge_bypos;
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int kludge_colstate;
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int kludge_scrolldir;
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void bg_to_kludge();
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void kludge_to_bg();
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};
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#ifndef MAP_DEFINITION
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