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Make the Phantom Ruby icon float at the same speed regardless of FPS cap.
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51998ed105
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1 changed files with 3 additions and 2 deletions
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@ -165,6 +165,7 @@ INT16 startmap; // Mario, NiGHTS, or just a plain old normal game?
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static INT16 itemOn = 1; // menu item skull is on, Hack by Tails 09-18-2002
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static INT16 itemOn = 1; // menu item skull is on, Hack by Tails 09-18-2002
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static INT16 skullAnimCounter = 10; // skull animation counter
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static INT16 skullAnimCounter = 10; // skull animation counter
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static angle_t rubyfloattime = 0;
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static UINT8 setupcontrolplayer;
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static UINT8 setupcontrolplayer;
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static INT32 (*setupcontrols)[2]; // pointer to the gamecontrols of the player being edited
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static INT32 (*setupcontrols)[2]; // pointer to the gamecontrols of the player being edited
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@ -3405,6 +3406,8 @@ void M_Ticker(void)
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if (--skullAnimCounter <= 0)
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if (--skullAnimCounter <= 0)
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skullAnimCounter = 8;
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skullAnimCounter = 8;
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rubyfloattime += (ANGLE_MAX/NEWTICRATE);
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if (currentMenu == &PlaybackMenuDef)
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if (currentMenu == &PlaybackMenuDef)
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{
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{
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if (playback_enterheld > 0)
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if (playback_enterheld > 0)
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@ -5517,10 +5520,8 @@ static void DrawReplayHutReplayInfo(void)
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V_DrawSmallScaledPatch(x+(w>>1), y, V_SNAPTOTOP|V_FLIP, patch);
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V_DrawSmallScaledPatch(x+(w>>1), y, V_SNAPTOTOP|V_FLIP, patch);
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{
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{
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static angle_t rubyfloattime = 0;
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const fixed_t rubyheight = FINESINE(rubyfloattime>>ANGLETOFINESHIFT);
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const fixed_t rubyheight = FINESINE(rubyfloattime>>ANGLETOFINESHIFT);
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V_DrawFixedPatch((x+(w>>2))<<FRACBITS, ((y+(h>>2))<<FRACBITS) - (rubyheight<<1), FRACUNIT, V_SNAPTOTOP, W_CachePatchName("RUBYICON", PU_CACHE), NULL);
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V_DrawFixedPatch((x+(w>>2))<<FRACBITS, ((y+(h>>2))<<FRACBITS) - (rubyheight<<1), FRACUNIT, V_SNAPTOTOP, W_CachePatchName("RUBYICON", PU_CACHE), NULL);
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rubyfloattime += (ANGLE_MAX/NEWTICRATE);
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}
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}
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}
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}
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