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https://github.com/TerryCavanagh/VVVVVV.git
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Move title usages of towerbg to titlebg
With the previous commit in place, we can now simply move some usages of the previous towerbg to use a separate object instead. That way, we don't have to mess with a monolithic state, or some better way to phrase what I just said, and we instead have two separate objects that can coexist side-by-side.
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@@ -580,6 +580,7 @@ void menuactionpress()
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game.colourblindmode = !game.colourblindmode;
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game.savestats();
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graphics.towerbg.tdrawback = true;
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graphics.titlebg.tdrawback = true;
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music.playef(11);
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break;
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case 1:
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@@ -1683,7 +1684,7 @@ void titleinput()
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music.playef(18);
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game.screenshake = 10;
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game.flashlight = 5;
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graphics.towerbg.colstate = 10;
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graphics.titlebg.colstate = 10;
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map.nexttowercolour();
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}
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else
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@@ -2381,13 +2382,13 @@ void mapmenuactionpress()
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map.bg_to_kludge();
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game.kludge_ingametemp = game.currentmenuname;
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graphics.towerbg.scrolldir = 0;
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graphics.towerbg.colstate = ((int) (graphics.towerbg.colstate / 5)) * 5;
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graphics.towerbg.bypos = 0;
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graphics.titlebg.scrolldir = 0;
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graphics.titlebg.colstate = ((int) (graphics.titlebg.colstate / 5)) * 5;
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graphics.titlebg.bypos = 0;
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map.nexttowercolour();
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// Fix delta rendering glitch
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graphics.updatetowerbackground(graphics.towerbg);
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graphics.updatetowerbackground(graphics.titlebg);
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titleupdatetextcol();
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break;
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}
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@@ -2536,11 +2537,11 @@ void gamecompleteinput()
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//Do this before we update map.bypos
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if (!game.colourblindmode)
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{
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graphics.updatetowerbackground(graphics.towerbg);
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graphics.updatetowerbackground(graphics.titlebg);
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}
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//Do these here because input comes first
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graphics.towerbg.bypos += graphics.towerbg.bscroll;
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graphics.titlebg.bypos += graphics.titlebg.bscroll;
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game.oldcreditposition = game.creditposition;
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if (key.isDown(KEYBOARD_z) || key.isDown(KEYBOARD_SPACE) || key.isDown(KEYBOARD_v) || key.isDown(game.controllerButton_flip))
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@@ -2556,7 +2557,7 @@ void gamecompleteinput()
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}
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else
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{
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graphics.towerbg.bscroll = +7;
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graphics.titlebg.bscroll = +7;
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}
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game.press_action = true;
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}
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