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Change: Animate text effects by real time instead of game ticks.
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@ -1495,8 +1495,6 @@ void GameLoop()
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if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
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if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
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InputLoop();
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SoundDriver::GetInstance()->MainLoop();
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@ -16,6 +16,7 @@
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#include "core/smallvec_type.hpp"
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#include "viewport_func.h"
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#include "settings_type.h"
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#include "window_func.h"
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#include "safeguards.h"
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@ -82,20 +83,25 @@ void RemoveTextEffect(TextEffectID te_id)
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_text_effects[te_id].Reset();
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}
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void MoveAllTextEffects()
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void MoveAllTextEffects(uint delta_ms)
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{
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static uint texteffecttimer = 0;
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uint count = CountIntervalElapsed(texteffecttimer, delta_ms, MILLISECONDS_PER_TICK);
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if (count == 0) return;
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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if (te->string_id == INVALID_STRING_ID) continue;
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if (te->mode != TE_RISING) continue;
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if (te->duration-- == 0) {
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if (te->duration < count) {
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te->Reset();
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continue;
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}
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te->MarkDirty(ZOOM_LVL_OUT_8X);
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te->top -= ZOOM_LVL_BASE;
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te->duration -= count;
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te->top -= count * ZOOM_LVL_BASE;
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te->MarkDirty(ZOOM_LVL_OUT_8X);
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}
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}
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@ -28,7 +28,7 @@ enum TextEffectMode {
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typedef uint16 TextEffectID;
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void MoveAllTextEffects();
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void MoveAllTextEffects(uint delta_ms);
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TextEffectID AddTextEffect(StringID msg, int x, int y, uint8 duration, TextEffectMode mode);
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void InitTextEffects();
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void DrawTextEffects(DrawPixelInfo *dpi);
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@ -3126,6 +3126,8 @@ void UpdateWindows()
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_window_highlight_colour = !_window_highlight_colour;
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}
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if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(delta_ms);
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FOR_ALL_WINDOWS_FROM_FRONT(w) {
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w->ProcessScheduledInvalidations();
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w->ProcessHighlightedInvalidations();
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