mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- cap the frame rate of RRRA's cactus drug mode.
This was running at full render speed.
This commit is contained in:
parent
d8e331ef0f
commit
977223287e
1 changed files with 11 additions and 5 deletions
|
@ -309,13 +309,17 @@ void animatecamsprite(double smoothratio)
|
|||
// RRRA's drug distortion effect
|
||||
//
|
||||
//---------------------------------------------------------------------------
|
||||
int DrugTimer;
|
||||
|
||||
void setdrugmode(player_struct *p, int oyrepeat)
|
||||
{
|
||||
if (playrunning())
|
||||
int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
|
||||
if (playrunning() && p->DrugMode > 0)
|
||||
{
|
||||
if (p->DrugMode > 0)
|
||||
if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
|
||||
while (DrugTimer < now)
|
||||
{
|
||||
DrugTimer++;
|
||||
int var_8c;
|
||||
if (p->drug_stat[0] == 0)
|
||||
{
|
||||
|
@ -376,6 +380,7 @@ void setdrugmode(player_struct *p, int oyrepeat)
|
|||
}
|
||||
}
|
||||
}
|
||||
else DrugTimer = now;
|
||||
if (p->DrugMode > 0)
|
||||
{
|
||||
renderSetAspect(p->drug_aspect, yxaspect);
|
||||
|
@ -501,9 +506,6 @@ void displayrooms(int snum, double smoothratio)
|
|||
setgamepalette(BASEPAL);
|
||||
animatecamsprite(smoothratio);
|
||||
|
||||
// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
|
||||
// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
|
||||
setgamepalette(setpal(p));
|
||||
if (ud.cameraactor)
|
||||
{
|
||||
spritetype* s;
|
||||
|
@ -537,6 +539,10 @@ void displayrooms(int snum, double smoothratio)
|
|||
setdrugmode(p, i);
|
||||
}
|
||||
|
||||
// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
|
||||
// The setting here will be carried over to the rendering of the weapon sprites, but other 2D content will always default to the main palette.
|
||||
setgamepalette(setpal(p));
|
||||
|
||||
// set screen rotation.
|
||||
rotscrnang = !cl_syncinput ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
|
||||
|
||||
|
|
Loading…
Reference in a new issue