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synced 2026-01-30 01:48:15 +03:00
Move all fixed-timestep render updates to new file RenderFixed.cpp
As part of fixing #464, I'll need to move these pieces of code around easily. In #220 I just kind of shoved them awkwardly in whatever fixed function would be last called in the gamestate loop, which I shouldn't have done as I've now had to make formal fixed-render functions anyway. Because these fixed functions need to be called directly before a render function, and I'm fixing the order to put render functions in their proper place, so I need to be able to move these around easily, and making them function calls instead of inlined makes them easier to manipulate.
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@@ -3645,11 +3645,9 @@ void editorrender()
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graphics.render();
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}
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void editorlogic()
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void editorrenderfixed()
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{
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extern editorclass ed;
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//Misc
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help.updateglow();
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graphics.updatetitlecolours();
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game.customcol=ed.getlevelcol(ed.levx+(ed.levy*ed.maxwidth))+1;
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@@ -3658,27 +3656,6 @@ void editorlogic()
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graphics.setcol(ed.entcol);
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ed.entcolreal = graphics.ct.colour;
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if (game.shouldreturntoeditor)
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{
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game.shouldreturntoeditor = false;
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}
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graphics.titlebg.bypos -= 2;
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graphics.titlebg.bscroll = -2;
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ed.entframedelay--;
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if(ed.entframedelay<=0)
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{
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ed.entframe=(ed.entframe+1)%4;
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ed.entframedelay=8;
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}
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ed.oldnotedelay = ed.notedelay;
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if(ed.notedelay>0)
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{
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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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for (size_t i = 0; i < ed.ghosts.size(); i++)
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@@ -3726,6 +3703,34 @@ void editorlogic()
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{
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graphics.updatetowerbackground(graphics.titlebg);
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}
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}
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void editorlogic()
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{
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extern editorclass ed;
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//Misc
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help.updateglow();
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if (game.shouldreturntoeditor)
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{
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game.shouldreturntoeditor = false;
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}
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graphics.titlebg.bypos -= 2;
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graphics.titlebg.bscroll = -2;
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ed.entframedelay--;
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if(ed.entframedelay<=0)
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{
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ed.entframe=(ed.entframe+1)%4;
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ed.entframedelay=8;
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}
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ed.oldnotedelay = ed.notedelay;
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if(ed.notedelay>0)
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{
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ed.notedelay--;
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}
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if (graphics.fademode == 1)
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{
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