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Fix ed.currentghosts updating way too fast
Just like all the other fixes, the variable that controls the amount of ghosts to show was being updated every render frame instead of every logic frame.
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commit
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1 changed files with 10 additions and 6 deletions
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@ -2900,12 +2900,6 @@ void editorrender()
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BlitSurfaceColoured(graphics.sprites[ed.ghosts[i].frame],NULL, graphics.ghostbuffer, &drawRect, graphics.ct);
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}
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}
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if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
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ed.currentghosts++;
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if (ed.zmod) ed.currentghosts++;
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} else {
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ed.currentghosts = (int)ed.ghosts.size() - 1;
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}
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SDL_BlitSurface(graphics.ghostbuffer, NULL, graphics.backBuffer, &graphics.bg_rect);
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}
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@ -3625,6 +3619,16 @@ void editorlogic()
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ed.notedelay--;
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}
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if (game.ghostsenabled)
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{
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if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
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ed.currentghosts++;
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if (ed.zmod) ed.currentghosts++;
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} else {
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ed.currentghosts = (int)ed.ghosts.size() - 1;
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}
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}
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if (!ed.settingsmod)
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{
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switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir)
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