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Do not speed up underwater/heatwave effect in OpenGL
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8a7a20e6f2
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2c6dfd5498
1 changed files with 1 additions and 11 deletions
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@ -6751,7 +6751,6 @@ void HWR_DoPostProcessor(player_t *player)
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// 10 by 10 grid. 2 coordinates (xy)
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float v[SCREENVERTS][SCREENVERTS][2];
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static double disStart = 0;
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static fixed_t last_fractime = 0;
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UINT8 x, y;
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INT32 WAVELENGTH;
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@ -6783,16 +6782,7 @@ void HWR_DoPostProcessor(player_t *player)
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}
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HWD.pfnPostImgRedraw(v);
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if (!(paused || P_AutoPause()))
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disStart += 1;
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if (renderdeltatics > FRACUNIT)
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{
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disStart = disStart - FIXED_TO_FLOAT(last_fractime) + 1 + FIXED_TO_FLOAT(rendertimefrac);
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}
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else
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{
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disStart = disStart - FIXED_TO_FLOAT(last_fractime) + FIXED_TO_FLOAT(rendertimefrac);
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}
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last_fractime = rendertimefrac;
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disStart += FIXED_TO_FLOAT(renderdeltatics);
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// Capture the screen again for screen waving on the intermission
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if(gamestate != GS_INTERMISSION)
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