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Interpolate trophy text
Just to make sure it's extra smooth. Not that it will be noticeable, and you can't access the Secret Lab in slowmode without modifying the game, but it's nice to have this.
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commit
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4 changed files with 8 additions and 3 deletions
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@ -62,6 +62,7 @@ void entityclass::init()
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customenemy=0;
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customenemy=0;
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customwarpmode=false; customwarpmodevon=false; customwarpmodehon=false;
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customwarpmode=false; customwarpmodevon=false; customwarpmodehon=false;
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trophytext = 0 ;
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trophytext = 0 ;
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oldtrophytext = 0;
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trophytype = 0;
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trophytype = 0;
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altstates = 0;
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altstates = 0;
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@ -197,6 +197,7 @@ public:
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//Trophy Text
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//Trophy Text
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int trophytext, trophytype;
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int trophytext, trophytype;
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int oldtrophytext;
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//Secret lab scripts
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//Secret lab scripts
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int altstates;
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int altstates;
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@ -1369,9 +1369,10 @@ void Graphics::drawtrophytext()
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if (obj.trophytext < 15)
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if (obj.trophytext < 15)
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{
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{
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temp = (196 * obj.trophytext) / 15;
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int usethismult = lerp(obj.oldtrophytext, obj.trophytext);
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temp2 = (196 * obj.trophytext) / 15;
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temp = (196 * usethismult) / 15;
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temp3 = ((255 - help.glow) * obj.trophytext) / 15;
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temp2 = (196 * usethismult) / 15;
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temp3 = ((255 - help.glow) * usethismult) / 15;
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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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@ -247,6 +247,8 @@ void gamelogic()
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obj.upset = 0;
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obj.upset = 0;
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}
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}
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obj.oldtrophytext = obj.trophytext;
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if (map.towermode)
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if (map.towermode)
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{
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{
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if(!game.completestop)
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if(!game.completestop)
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