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- transitioned cloudclock.
This timer runs at 60 Hz in the render code, so it needs to take smoothratio into account.
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2 changed files with 6 additions and 4 deletions
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@ -23,7 +23,7 @@ void resetlanepics(void);
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void moveplayers();
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void moveplayers();
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void doanimations();
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void doanimations();
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void movefx();
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void movefx();
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void moveclouds(void);
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void moveclouds(double smoothratio);
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void RANDOMSCRAP(spritetype* s, int i);
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void RANDOMSCRAP(spritetype* s, int i);
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void ms(short i);
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void ms(short i);
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@ -1140,11 +1140,13 @@ void allignwarpelevators(void)
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void moveclouds(void)
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void moveclouds(double smoothratio)
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{
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{
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if (gameclock > cloudclock || gameclock < (cloudclock - 7))
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// The math here is very messy... :(
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int myclock = smoothratio < 32768? ud.levelclock-2 : ud.levelclock;
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if (myclock > cloudclock || myclock < (cloudclock - 7))
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{
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{
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cloudclock = gameclock + 6;
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cloudclock = myclock + 6;
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// cloudx/y were an array, but all entries were always having the same value so a single pair is enough.
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// cloudx/y were an array, but all entries were always having the same value so a single pair is enough.
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cloudx += (sintable[(ps[screenpeek].getang() + 512) & 2047] >> 9);
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cloudx += (sintable[(ps[screenpeek].getang() + 512) & 2047] >> 9);
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