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rogueviz:: ads:: fixed a freeze when moving too fast -- although ads is still useless then
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@@ -342,6 +342,8 @@ auto shot_hooks =
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-> editable(0, 100, 1, "tiles to generate per frame", "reduce if the framerate is low", 'G');
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param_i(draw_per_frame, "ads_draw_per_frame")
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-> editable(0, 3000, 0.1, "tiles to draw per frame", "reduce if the framerate is low", 'D');
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param_i(draw_per_frame, "ads_draw_per_frame_equal")
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-> editable(0, 3000, 0.1, "tiles to draw per frame -- extra tiles to draw when distances are equal", "reduce if the framerate is low", 'D');
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param_f(time_scale, "rh_time_scale")
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-> editable(0, 1, 0.1, "Relative Hell time label scale", "scaling factor for the time labels", 'T');
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@@ -364,6 +364,7 @@ void view_ads_game() {
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i++;
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auto& cd = dq.top();
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if(i > draw_per_frame && cd.d > lastd + 1e-4) break;
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if(i > draw_per_frame + draw_per_frame_equal) break;
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lastd = cd.d;
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cds[cd.c] = cd;
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draw_game_cell(cd);
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@@ -114,6 +114,7 @@ cell *starting_point;
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int max_gen_per_frame = 3;
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int draw_per_frame = 200;
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int draw_per_frame_equal = 200;
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bool simple_ship = false;
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