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https://github.com/TerryCavanagh/VVVVVV.git
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Fix ed.currentghosts updating way too fast
Just like all the other fixes, the variable that controls the amount of ghosts to show was being updated every render frame instead of every logic frame.
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@@ -2900,12 +2900,6 @@ void editorrender()
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BlitSurfaceColoured(graphics.sprites[ed.ghosts[i].frame],NULL, graphics.ghostbuffer, &drawRect, graphics.ct);
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}
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}
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if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
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ed.currentghosts++;
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if (ed.zmod) ed.currentghosts++;
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} else {
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ed.currentghosts = (int)ed.ghosts.size() - 1;
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}
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SDL_BlitSurface(graphics.ghostbuffer, NULL, graphics.backBuffer, &graphics.bg_rect);
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}
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@@ -3625,6 +3619,16 @@ void editorlogic()
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ed.notedelay--;
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}
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if (game.ghostsenabled)
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{
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if (ed.currentghosts + 1 < (int)ed.ghosts.size()) {
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ed.currentghosts++;
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if (ed.zmod) ed.currentghosts++;
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} else {
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ed.currentghosts = (int)ed.ghosts.size() - 1;
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}
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}
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if (!ed.settingsmod)
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{
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switch(ed.level[ed.levx+(ed.levy*ed.maxwidth)].warpdir)
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