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Move updating lerpoldxp/yp to start of gamelogic()
The previous location of this loop was placed there because it happened just after the end of the render function. Now that the loop order is fixed, the first thing that happens after the render function is the start of gamelogic(), so this loop should go there now, else entity positions won't be interpolated. Also it now preincrements instead of postincrements because I like preincrements.
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@@ -122,6 +122,13 @@ void gamecompletelogic2(void)
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void gamelogic(void)
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{
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/* Update old lerp positions of entities */
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{size_t i; for (i = 0; i < obj.entities.size(); ++i)
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{
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obj.entities[i].lerpoldxp = obj.entities[i].xp;
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obj.entities[i].lerpoldyp = obj.entities[i].yp;
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}}
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//Misc
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if (map.towermode)
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{
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