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Fix deltaframe render glitch when spawning animated double-size entities

Their drawframe needs to be incremented by 2 instead of 1, because
they're double-sized.

Animation type 3 is used by the cloud emitter in The Solution is
Dilution, animation type 6 is used by the radar dish in Comms Relay.
Animation type 4 is used by the maverick bus in B-B-B-Busted, but it's
not noticeable since it spawns offscreen. This bug would cause all of
those entities to appear incorrectly for the deltaframes between the
tick the room got loaded and the next tick after that.

This is noticeable in flibit's tweet showing off my over-30-FPS patch:
https://twitter.com/flibitijibibo/status/1273983014930993153
This commit is contained in:
Misa 2020-07-01 14:45:50 -07:00 committed by Ethan Lee
parent 2569154010
commit cf9c2f8933

View File

@ -2032,14 +2032,16 @@ void entityclass::createentity( float xp, float yp, int t, float vx /*= 0*/, flo
case 0: // Simple Loop
case 1: // Simple Loop
case 2: // Simpler Loop (just two frames)
case 3: // Simpler Loop (just two frames, but double sized)
case 4: // Simpler Loop (just two frames, but double sized) (as above, but slower)
case 5: // Simpler Loop (just two frames) (slower)
case 6: // Normal Loop (four frames, double sized)
case 7: // Simpler Loop (just two frames) (slower) (with directions!)
case 11: // Conveyor right
entity.drawframe++;
break;
case 3: // Simpler Loop (just two frames, but double sized)
case 4: // Simpler Loop (just two frames, but double sized) (as above, but slower)
case 6: // Normal Loop (four frames, double sized)
entity.drawframe += 2;
break;
case 10: // Conveyor left
entity.drawframe += 3;
break;