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https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 17:38:16 +03:00
Interpolate spikeleveltop and spikelevelbottom
This doesn't have much effect, except for when the spikes quickly move, because the spikes only usually move at 1 pixel per frame anyway.
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@@ -2332,10 +2332,12 @@ void Graphics::drawtowermap_nobackground()
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void Graphics::drawtowerspikes()
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{
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int spikeleveltop = lerp(map.oldspikeleveltop, map.spikeleveltop);
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int spikelevelbottom = lerp(map.oldspikelevelbottom, map.spikelevelbottom);
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for (int i = 0; i < 40; i++)
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{
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drawtile3(i * 8, -8+map.spikeleveltop, 9, map.colstate);
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drawtile3(i * 8, 230-map.spikelevelbottom, 8, map.colstate);
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drawtile3(i * 8, -8+spikeleveltop, 9, map.colstate);
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drawtile3(i * 8, 230-spikelevelbottom, 8, map.colstate);
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}
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}
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@@ -261,6 +261,8 @@ void gamelogic()
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if (map.towermode)
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{
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map.oldypos = map.ypos;
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map.oldspikeleveltop = map.spikeleveltop;
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map.oldspikelevelbottom = map.spikelevelbottom;
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if(!game.completestop)
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{
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if (map.cameramode == 0)
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@@ -13,6 +13,8 @@ mapclass::mapclass()
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colsuperstate = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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oldspikeleveltop = 0;
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oldspikelevelbottom = 0;
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warpx = false;
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warpy = false;
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extrarow = 0;
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@@ -1152,6 +1154,8 @@ void mapclass::loadlevel(int rx, int ry)
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extrarow = 0;
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spikeleveltop = 0;
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spikelevelbottom = 0;
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oldspikeleveltop = 0;
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oldspikelevelbottom = 0;
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//Custom stuff for warplines
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obj.customwarpmode=false;
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@@ -113,6 +113,7 @@ public:
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int colstate, colstatedelay;
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int colsuperstate;
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int spikeleveltop, spikelevelbottom;
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int oldspikeleveltop, oldspikelevelbottom;
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bool tdrawback;
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int bscroll;
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//final level navigation
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