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- cap the frame rate of RRRA's cactus drug mode.
This was running at full render speed.
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parent
d8e331ef0f
commit
977223287e
1 changed files with 11 additions and 5 deletions
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@ -309,13 +309,17 @@ void animatecamsprite(double smoothratio)
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// RRRA's drug distortion effect
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//
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//---------------------------------------------------------------------------
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int DrugTimer;
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void setdrugmode(player_struct *p, int oyrepeat)
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{
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if (playrunning())
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int now = I_GetBuildTime() >> 1; // this function works on a 60 fps setup.
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if (playrunning() && p->DrugMode > 0)
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{
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if (p->DrugMode > 0)
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if (now - DrugTimer > 4 || now - DrugTimer < 0) DrugTimer = now - 1;
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while (DrugTimer < now)
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{
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DrugTimer++;
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int var_8c;
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if (p->drug_stat[0] == 0)
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{
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@ -376,6 +380,7 @@ void setdrugmode(player_struct *p, int oyrepeat)
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}
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}
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}
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else DrugTimer = now;
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if (p->DrugMode > 0)
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{
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renderSetAspect(p->drug_aspect, yxaspect);
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@ -501,9 +506,6 @@ void displayrooms(int snum, double smoothratio)
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setgamepalette(BASEPAL);
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animatecamsprite(smoothratio);
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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// 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.
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setgamepalette(setpal(p));
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if (ud.cameraactor)
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{
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spritetype* s;
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@ -537,6 +539,10 @@ void displayrooms(int snum, double smoothratio)
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setdrugmode(p, i);
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}
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// The camera texture must be rendered with the base palette, so this is the only place where the current global palette can be set.
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// 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.
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setgamepalette(setpal(p));
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// set screen rotation.
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rotscrnang = !cl_syncinput ? p->angle.rotscrnang : p->angle.interpolatedrotscrn(smoothratio);
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