mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-23 01:59:43 +01:00
Disable more flashing elements if a11y is on
For some reason, the accessibility option that was meant to disable flashes doesn't disable ALL flashes, only screen flashes and screen shaking. This commit disables a lot more, most importantly randomness in colors, the player flashing on death/respawn, and teleporters flashing.
This commit is contained in:
parent
73aee381ad
commit
c6ebf5aeda
6 changed files with 73 additions and 56 deletions
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@ -623,7 +623,7 @@ void entclass::updatecolour(void)
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realcol = graphics.bigchunkygetcol(colour);
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realcol = graphics.bigchunkygetcol(colour);
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break;
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break;
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case 4: // Small pickups
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case 4: // Small pickups
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realcol = graphics.huetilegetcol(colour);
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realcol = graphics.huetilegetcol();
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break;
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break;
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case 11: // The fucking elephant
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case 11: // The fucking elephant
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if (game.noflashingmode)
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if (game.noflashingmode)
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@ -3738,7 +3738,7 @@ void entityclass::animateentities( int _i )
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}
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}
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break;
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break;
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case 100: //the teleporter!
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case 100: //the teleporter!
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if (entities[_i].tile == 1)
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if (entities[_i].tile == 1 || game.noflashingmode)
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{
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{
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//it's inactive
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//it's inactive
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entities[_i].drawframe = entities[_i].tile;
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entities[_i].drawframe = entities[_i].tile;
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@ -3751,7 +3751,7 @@ void entityclass::animateentities( int _i )
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if (entities[_i].framedelay <= 0)
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if (entities[_i].framedelay <= 0)
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{
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{
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entities[_i].framedelay = 1;
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entities[_i].framedelay = 1;
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entities[_i].walkingframe = int(fRandom() * 6);
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entities[_i].walkingframe = (int) (fRandom() * 6);
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if (entities[_i].walkingframe >= 4)
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if (entities[_i].walkingframe >= 4)
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{
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{
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entities[_i].walkingframe = -1;
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entities[_i].walkingframe = -1;
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@ -3771,7 +3771,7 @@ void entityclass::animateentities( int _i )
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if (entities[_i].framedelay <= 0)
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if (entities[_i].framedelay <= 0)
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{
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{
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entities[_i].framedelay = 2;
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entities[_i].framedelay = 2;
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entities[_i].walkingframe = int(fRandom() * 6);
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entities[_i].walkingframe = (int) (fRandom() * 6);
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if (entities[_i].walkingframe >= 4)
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if (entities[_i].walkingframe >= 4)
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{
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{
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entities[_i].walkingframe = -5;
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entities[_i].walkingframe = -5;
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@ -400,7 +400,7 @@ void Game::lifesequence(void)
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if (lifeseq > 5) gravitycontrol = savegc;
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if (lifeseq > 5) gravitycontrol = savegc;
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lifeseq--;
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lifeseq--;
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if (INBOUNDS_VEC(i, obj.entities) && lifeseq <= 0)
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if (INBOUNDS_VEC(i, obj.entities) && (lifeseq <= 0 || noflashingmode))
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{
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{
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obj.entities[i].invis = false;
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obj.entities[i].invis = false;
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}
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}
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@ -5009,7 +5009,7 @@ void Game::deathsequence(void)
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}
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}
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deathcounts++;
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deathcounts++;
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music.playef(2);
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music.playef(2);
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if (INBOUNDS_VEC(i, obj.entities))
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if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
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{
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{
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obj.entities[i].invis = true;
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obj.entities[i].invis = true;
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}
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}
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@ -5030,7 +5030,7 @@ void Game::deathsequence(void)
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}
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}
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}
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}
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}
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}
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if (INBOUNDS_VEC(i, obj.entities))
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if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
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{
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{
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if (deathseq == 25) obj.entities[i].invis = true;
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if (deathseq == 25) obj.entities[i].invis = true;
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if (deathseq == 20) obj.entities[i].invis = true;
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if (deathseq == 20) obj.entities[i].invis = true;
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@ -1727,6 +1727,12 @@ void Graphics::drawgravityline( int t )
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if (obj.entities[t].life == 0)
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if (obj.entities[t].life == 0)
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{
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{
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if (game.noflashingmode)
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{
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fill_rect(&line_rect, getRGB(200 - 20, 200 - 20, 200 - 20));
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return;
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}
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switch(linestate)
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switch(linestate)
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{
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{
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case 0:
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case 0:
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@ -2878,6 +2884,7 @@ void Graphics::updatetowerbackground(TowerBG& bg_obj)
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set_render_target(target);
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set_render_target(target);
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}
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}
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#define GETCOL_RANDOM (game.noflashingmode ? 0.5 : fRandom())
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SDL_Color Graphics::getcol( int t )
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SDL_Color Graphics::getcol( int t )
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{
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{
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//Setup predefinied colours as per our zany palette
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//Setup predefinied colours as per our zany palette
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@ -2885,39 +2892,39 @@ SDL_Color Graphics::getcol( int t )
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{
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{
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//Player Normal
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//Player Normal
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case 0:
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case 0:
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return getRGB(160 - help.glow/2 - (fRandom() * 20), 200 - help.glow/2, 220 - help.glow);
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return getRGB(160 - help.glow/2 - (GETCOL_RANDOM * 20), 200 - help.glow/2, 220 - help.glow);
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//Player Hurt
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//Player Hurt
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case 1:
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case 1:
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return getRGB(196 - (fRandom() * 64), 10, 10);
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return getRGB(196 - (GETCOL_RANDOM * 64), 10, 10);
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//Enemies and stuff
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//Enemies and stuff
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case 2:
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case 2:
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return getRGB(225 - (help.glow / 2), 75, 30);
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return getRGB(225 - (help.glow / 2), 75, 30);
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case 3: //Trinket
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case 3: //Trinket
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if (!trinketcolset)
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if (!trinketcolset)
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{
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{
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trinketr = 200 - (fRandom() * 64);
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trinketr = 200 - (GETCOL_RANDOM * 64);
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trinketg = 200 - (fRandom() * 128);
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trinketg = 200 - (GETCOL_RANDOM * 128);
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trinketb = 164 + (fRandom() * 60);
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trinketb = 164 + (GETCOL_RANDOM * 60);
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trinketcolset = true;
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trinketcolset = true;
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}
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}
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return getRGB(trinketr, trinketg, trinketb);
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return getRGB(trinketr, trinketg, trinketb);
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case 4: //Inactive savepoint
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case 4: //Inactive savepoint
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{
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{
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const int temp = (help.glow / 2) + (fRandom() * 8);
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const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
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return getRGB(80 + temp, 80 + temp, 80 + temp);
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return getRGB(80 + temp, 80 + temp, 80 + temp);
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}
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}
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case 5: //Active savepoint
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case 5: //Active savepoint
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return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
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return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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case 6: //Enemy : Red
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case 6: //Enemy : Red
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return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
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return getRGB(250 - help.glow/2, 60- help.glow/2, 60 - help.glow/2);
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case 7: //Enemy : Green
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case 7: //Enemy : Green
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return getRGB(100 - help.glow/2 - (fRandom() * 30), 250 - help.glow/2, 100 - help.glow/2 - (fRandom() * 30));
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return getRGB(100 - help.glow/2 - (GETCOL_RANDOM * 30), 250 - help.glow/2, 100 - help.glow/2 - (GETCOL_RANDOM * 30));
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case 8: //Enemy : Purple
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case 8: //Enemy : Purple
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return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (fRandom() * 30));
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return getRGB(250 - help.glow/2, 20, 128 - help.glow/2 + (GETCOL_RANDOM * 30));
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case 9: //Enemy : Yellow
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case 9: //Enemy : Yellow
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return getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
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return getRGB(250 - help.glow/2, 250 - help.glow/2, 20);
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case 10: //Warp point (white)
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case 10: //Warp point (white)
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return getRGB(255 - (fRandom() * 64), 255 - (fRandom() * 64), 255 - (fRandom() * 64));
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return getRGB(255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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case 11: //Enemy : Cyan
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case 11: //Enemy : Cyan
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return getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
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return getRGB(20, 250 - help.glow/2, 250 - help.glow/2);
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case 12: //Enemy : Blue
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case 12: //Enemy : Blue
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@ -2925,16 +2932,16 @@ SDL_Color Graphics::getcol( int t )
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//Crew Members
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//Crew Members
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//green
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//green
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case 13:
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case 13:
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return getRGB(120 - help.glow/4 - (fRandom() * 20), 220 - help.glow/4, 120 - help.glow/4);
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return getRGB(120 - help.glow/4 - (GETCOL_RANDOM * 20), 220 - help.glow/4, 120 - help.glow/4);
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//Yellow
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//Yellow
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case 14:
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case 14:
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return getRGB(220 - help.glow/4 - (fRandom() * 20), 210 - help.glow/4, 120 - help.glow/4);
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return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 210 - help.glow/4, 120 - help.glow/4);
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//pink
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//pink
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case 15:
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case 15:
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return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
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return getRGB(255 - help.glow/8, 70 - help.glow/4, 70 - help.glow / 4);
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//Blue
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//Blue
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case 16:
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case 16:
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return getRGB(75, 75, 255 - help.glow/4 - (fRandom() * 20));
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return getRGB(75, 75, 255 - help.glow/4 - (GETCOL_RANDOM * 20));
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case 17: //Enemy : Orange
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case 17: //Enemy : Orange
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@ -2945,14 +2952,14 @@ SDL_Color Graphics::getcol( int t )
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return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
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return getRGB(60 - help.glow/8, 60 - help.glow/8, 60 - help.glow/8);
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//Purple
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//Purple
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case 20:
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case 20:
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return getRGB(220 - help.glow/4 - (fRandom() * 20), 120 - help.glow/4, 210 - help.glow/4);
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return getRGB(220 - help.glow/4 - (GETCOL_RANDOM * 20), 120 - help.glow/4, 210 - help.glow/4);
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case 21: //Enemy : Light Gray
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case 21: //Enemy : Light Gray
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return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
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return getRGB(180 - help.glow/2, 180 - help.glow/2, 180 - help.glow/2);
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case 22: //Enemy : Indicator Gray
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case 22: //Enemy : Indicator Gray
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return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
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return getRGB(230 - help.glow/2, 230- help.glow/2, 230 - help.glow/2);
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case 23: //Enemy : Indicator Gray
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case 23: //Enemy : Indicator Gray
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return getRGB(255 - help.glow/2 - (fRandom() * 40) , 255 - help.glow/2 - (fRandom() * 40), 255 - help.glow/2 - (fRandom() * 40));
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return getRGB(255 - help.glow/2 - (GETCOL_RANDOM * 40) , 255 - help.glow/2 - (GETCOL_RANDOM * 40), 255 - help.glow/2 - (GETCOL_RANDOM * 40));
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//Trophies
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//Trophies
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//cyan
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//cyan
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@ -2979,9 +2986,9 @@ SDL_Color Graphics::getcol( int t )
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case 37: //Trinket
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case 37: //Trinket
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if (!trinketcolset)
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if (!trinketcolset)
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{
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{
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trinketr = 200 - (fRandom() * 64);
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trinketr = 200 - (GETCOL_RANDOM * 64);
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trinketg = 200 - (fRandom() * 128);
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trinketg = 200 - (GETCOL_RANDOM * 128);
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trinketb = 164 + (fRandom() * 60);
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trinketb = 164 + (GETCOL_RANDOM * 60);
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trinketcolset = true;
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trinketcolset = true;
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}
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}
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return RGBf(trinketr, trinketg, trinketb);
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return RGBf(trinketr, trinketg, trinketb);
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@ -2994,56 +3001,67 @@ SDL_Color Graphics::getcol( int t )
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//Awesome
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//Awesome
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case 40: //Teleporter in action!
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case 40: //Teleporter in action!
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{
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{
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const int temp = fRandom() * 150;
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if (game.noflashingmode)
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{
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return getRGB(196, 196, 223);
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}
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const int temp = GETCOL_RANDOM * 150;
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if (temp < 33)
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if (temp < 33)
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{
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{
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return RGBf(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
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return RGBf(255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
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}
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}
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else if (temp < 66)
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else if (temp < 66)
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{
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{
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return RGBf(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
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return RGBf(64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
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}
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}
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else if (temp < 100)
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else if (temp < 100)
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{
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{
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return RGBf(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
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return RGBf(64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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}
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}
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else
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else
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{
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{
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return RGBf(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
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return RGBf(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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}
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}
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}
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}
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case 100: //Inactive Teleporter
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case 100: //Inactive Teleporter
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{
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{
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const int temp = (help.glow / 2) + (fRandom() * 8);
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const int temp = (help.glow / 2) + (GETCOL_RANDOM * 8);
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return getRGB(42 + temp, 42 + temp, 42 + temp);
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return getRGB(42 + temp, 42 + temp, 42 + temp);
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}
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}
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case 101: //Active Teleporter
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case 101: //Active Teleporter
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return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
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return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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case 102: //Teleporter in action!
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case 102: //Teleporter in action!
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{
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{
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const int temp = fRandom() * 150;
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if (game.noflashingmode)
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{
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return getRGB(196, 196, 223);
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}
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const int temp = GETCOL_RANDOM * 150;
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if (temp < 33)
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if (temp < 33)
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{
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{
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return getRGB(255 - (fRandom() * 64), 64 + (fRandom() * 64), 64 + (fRandom() * 64));
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return getRGB(255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
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}
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}
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else if (temp < 66)
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else if (temp < 66)
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{
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{
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return getRGB(64 + (fRandom() * 64), 255 - (fRandom() * 64), 64 + (fRandom() * 64));
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return getRGB(64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64));
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}
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}
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else if (temp < 100)
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else if (temp < 100)
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{
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{
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return getRGB(64 + (fRandom() * 64), 64 + (fRandom() * 64), 255 - (fRandom() * 64));
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return getRGB(64 + (GETCOL_RANDOM * 64), 64 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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}
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}
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else
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else
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{
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{
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return getRGB(164 + (fRandom() * 64), 164 + (fRandom() * 64), 255 - (fRandom() * 64));
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return getRGB(164 + (GETCOL_RANDOM * 64), 164 + (GETCOL_RANDOM * 64), 255 - (GETCOL_RANDOM * 64));
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}
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}
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}
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}
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}
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}
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return getRGB(255, 255, 255);
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return getRGB(255, 255, 255);
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}
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}
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#undef GETCOL_RANDOM
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void Graphics::menuoffrender(void)
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void Graphics::menuoffrender(void)
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{
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{
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@ -3061,28 +3079,27 @@ void Graphics::menuoffrender(void)
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}
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}
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}
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}
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SDL_Color Graphics::huetilegetcol(const int t)
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SDL_Color Graphics::huetilegetcol()
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{
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{
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switch (t)
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if (game.noflashingmode)
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{
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{
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case 0:
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return getRGB(234, 234, 10);
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return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
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case 1:
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return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
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default:
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return getRGB(250-int(fRandom()*32), 250-int(fRandom()*32), 10);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return getRGB(250 - int(fRandom() * 32), 250 - int(fRandom() * 32), 10);
|
||||||
}
|
}
|
||||||
|
|
||||||
SDL_Color Graphics::bigchunkygetcol(int t)
|
SDL_Color Graphics::bigchunkygetcol(int t)
|
||||||
{
|
{
|
||||||
// A seperate index of colours, for simplicity
|
// A seperate index of colours, for simplicity
|
||||||
|
float random = game.noflashingmode ? 0.5 : fRandom();
|
||||||
|
|
||||||
switch (t)
|
switch (t)
|
||||||
{
|
{
|
||||||
case 1:
|
case 1:
|
||||||
return getRGB((fRandom() * 64), 10, 10);
|
return getRGB(random * 64, 10, 10);
|
||||||
case 2:
|
case 2:
|
||||||
return getRGB(int(160- help.glow/2 - (fRandom()*20)), 200- help.glow/2, 220 - help.glow);
|
return getRGB(160 - help.glow / 2 - random * 20, 200 - help.glow / 2, 220 - help.glow);
|
||||||
}
|
}
|
||||||
const SDL_Color color = {0, 0, 0, 0};
|
const SDL_Color color = {0, 0, 0, 0};
|
||||||
return color;
|
return color;
|
||||||
|
|
|
@ -51,7 +51,7 @@ public:
|
||||||
|
|
||||||
GraphicsResources grphx;
|
GraphicsResources grphx;
|
||||||
|
|
||||||
SDL_Color huetilegetcol(int t);
|
SDL_Color huetilegetcol();
|
||||||
SDL_Color bigchunkygetcol(int t);
|
SDL_Color bigchunkygetcol(int t);
|
||||||
|
|
||||||
void drawgravityline(int t);
|
void drawgravityline(int t);
|
||||||
|
|
|
@ -2460,7 +2460,7 @@ static void rendermapcursor(const bool flashing)
|
||||||
if (!map.custommode && game.roomx == 109)
|
if (!map.custommode && game.roomx == 109)
|
||||||
{
|
{
|
||||||
// Draw the tower specially
|
// Draw the tower specially
|
||||||
if (!flashing)
|
if (!flashing || game.noflashingmode)
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
|
graphics.drawrect(40 + ((game.roomx - 100) * 12) + 2, 21 + 2, 12 - 4, 180 - 4, 16, 245 - (help.glow * 2), 245 - (help.glow * 2));
|
||||||
}
|
}
|
||||||
|
@ -2479,11 +2479,11 @@ static void rendermapcursor(const bool flashing)
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!flashing || (map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0))
|
if (!flashing || ((map.cursorstate == 2 && int(map.cursordelay / 15) % 2 == 0) || game.noflashingmode))
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 16, 245 - (help.glow), 245 - (help.glow));
|
||||||
}
|
}
|
||||||
else if (map.cursorstate == 1 && (int(map.cursordelay / 4) % 2 == 0))
|
else if (map.cursorstate == 1 && int(map.cursordelay / 4) % 2 == 0)
|
||||||
{
|
{
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + data.yoff, 12 * data.zoom, 9 * data.zoom, 255, 255, 255);
|
||||||
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
|
graphics.drawrect(40 + ((game.roomx - 100) * 12 * data.zoom) + 2 + data.xoff, 21 + ((game.roomy - 100) * 9 * data.zoom) + 2 + data.yoff, (12 * data.zoom) - 4, (9 * data.zoom) - 4, 255, 255, 255);
|
||||||
|
@ -3041,7 +3041,7 @@ void teleporterrender(void)
|
||||||
|
|
||||||
// Highlight the currently selected teleporter
|
// Highlight the currently selected teleporter
|
||||||
|
|
||||||
if (game.useteleporter && help.slowsine % 16 > 8)
|
if (game.useteleporter && (help.slowsine % 16 > 8 || game.noflashingmode))
|
||||||
{
|
{
|
||||||
graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
|
graphics.drawtile(data.legendxoff + data.xoff + (telex * 12 * data.zoom), data.legendyoff + data.yoff + (teley * 9 * data.zoom), 1128 + (graphics.flipmode ? 3 : 0));
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue