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Interpolate vertical warp background
So it'll look very smooth. Again, only really noticeable in slowdown (although I could kind of tell the difference at full speed).
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@@ -1963,7 +1963,9 @@ void Graphics::drawbackground( int t )
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BlitSurfaceStandard(towerbuffer_lerp, NULL, backBuffer, NULL);
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BlitSurfaceStandard(towerbuffer_lerp, NULL, backBuffer, NULL);
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break;
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break;
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case 4: //Warp zone (vertical)
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case 4: //Warp zone (vertical)
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SDL_BlitSurface(towerbuffer,NULL, backBuffer,NULL);
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SDL_BlitSurface(towerbuffer, NULL, towerbuffer_lerp, NULL);
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ScrollSurface(towerbuffer_lerp, 0, lerp(0, -3));
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SDL_BlitSurface(towerbuffer_lerp,NULL, backBuffer,NULL);
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break;
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break;
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case 5:
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case 5:
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//Warp zone, central
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//Warp zone, central
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