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https://github.com/AllenSeitz/dance-maniax-update.git
synced 2026-08-27 20:34:06 -05:00
Updated the blinking halos during gameplay. They are definitely correct now and no blenders are involved. (Up for debate however is if 'correct' ever looked good enough.)
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deploy/DMX.exe
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deploy/DMX.exe
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@@ -417,7 +417,7 @@ void renderUnderFrameDMX()
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{
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int blink = gs.player[0].stepZoneBlinkTimer > 0 ? 0 : 1;
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int lv = blink ? gs.player[0].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
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masked_blit(m_leftSideHalo[lv][0], rm.m_backbuf, 0, 0, 0, 12, 320, 64); // for singles and doubles combine the two into one big halo
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masked_blit(m_leftSideHalo[lv][0], rm.m_backbuf, 0, 0, 0, 12, 320, 64); // for singles and doubles, join the two halves of the halo together
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masked_blit(m_rightSideHalo[lv][0], rm.m_backbuf, 0, 0, 320, 12, 320, 64);
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masked_blit(m_leftSideHalo[lv][1], rm.m_backbuf, 0, 0, 0, 402, 320, 48); // the bottom halo
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@@ -429,7 +429,7 @@ void renderUnderFrameDMX()
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int lvl = blink ? gs.player[0].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
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blink = gs.player[1].stepZoneBlinkTimer > 0 ? 0 : 1; // probably useless
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int lvr = blink ? gs.player[1].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
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masked_blit(m_leftSideHalo[lvl][0], rm.m_backbuf, 0, 0, 0, 12, 320, 64);
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masked_blit(m_leftSideHalo[lvl][0], rm.m_backbuf, 0, 0, 0, 12, 320, 64); // 1P is the left half, 2P colors the right half
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masked_blit(m_rightSideHalo[lvr][0], rm.m_backbuf, 0, 0, 320, 12, 320, 64);
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masked_blit(m_leftSideHalo[lvl][1], rm.m_backbuf, 0, 0, 0, 402, 320, 48);
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