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Check tide before drawing cells.
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commit
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@ -2830,6 +2830,8 @@ void celldrawer::draw() {
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cells_drawn++;
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cells_drawn++;
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checkTide(c);
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#if CAP_TEXTURE
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#if CAP_TEXTURE
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if(texture::saving) {
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if(texture::saving) {
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texture::config.apply(c, V, 0xFFFFFFFF);
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texture::config.apply(c, V, 0xFFFFFFFF);
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1
help.cpp
1
help.cpp
@ -883,7 +883,6 @@ EX void describeMouseover() {
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if(shmup::on)
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if(shmup::on)
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out += " (" + its(c->landparam)+")";
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out += " (" + its(c->landparam)+")";
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else {
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else {
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calcTidalPhase();
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bool b = c->landparam >= tide[turncount % tidalsize];
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bool b = c->landparam >= tide[turncount % tidalsize];
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int t = 1;
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int t = 1;
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for(; t < 1000 && b == (c->landparam >= tide[(turncount+t) % tidalsize]); t++) ;
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for(; t < 1000 && b == (c->landparam >= tide[(turncount+t) % tidalsize]); t++) ;
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@ -429,7 +429,8 @@ EX void initgame() {
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if(vid.use_smart_range == 2) vid.use_smart_range = 1;
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if(vid.use_smart_range == 2) vid.use_smart_range = 1;
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}
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}
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if(!allowIncreasedSight()) vid.use_smart_range = 0;
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if(!allowIncreasedSight()) vid.use_smart_range = 0;
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callhooks(hooks_post_initgame);
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calcTidalPhase();
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callhooks(hooks_post_initgame);
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}
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}
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bool havesave = true;
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bool havesave = true;
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