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.)

This commit is contained in:
allen
2014-06-12 21:47:37 +00:00
parent 4d6596f76f
commit dcc742a7e6
4 changed files with 2 additions and 2 deletions

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@@ -417,7 +417,7 @@ void renderUnderFrameDMX()
{
int blink = gs.player[0].stepZoneBlinkTimer > 0 ? 0 : 1;
int lv = blink ? gs.player[0].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
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
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
masked_blit(m_rightSideHalo[lv][0], rm.m_backbuf, 0, 0, 320, 12, 320, 64);
masked_blit(m_leftSideHalo[lv][1], rm.m_backbuf, 0, 0, 0, 402, 320, 48); // the bottom halo
@@ -429,7 +429,7 @@ void renderUnderFrameDMX()
int lvl = blink ? gs.player[0].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
blink = gs.player[1].stepZoneBlinkTimer > 0 ? 0 : 1; // probably useless
int lvr = blink ? gs.player[1].stagesLevels[gs.currentStage] % DOUBLE_MILD : 3;
masked_blit(m_leftSideHalo[lvl][0], rm.m_backbuf, 0, 0, 0, 12, 320, 64);
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
masked_blit(m_rightSideHalo[lvr][0], rm.m_backbuf, 0, 0, 320, 12, 320, 64);
masked_blit(m_leftSideHalo[lvl][1], rm.m_backbuf, 0, 0, 0, 402, 320, 48);