ref: d7897c1b4ec4dd74cf3e3618c08bec6ac40d2b37
parent: d7f038fe0566c8239ec0b2ca1e56686476e82e09
author: Jacob Moody <moody@posixcafe.org>
date: Mon Aug 4 19:55:01 EDT 2025
stub out rotate screen effect Doesn't quite work, TODO
--- a/src/rt_game.c
+++ b/src/rt_game.c
@@ -4483,7 +4483,7 @@
{
//RotateBuffer (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)));
//RotateScreen (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)), 1, true);
- RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);
+ //RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);
SD_Play (SD_PLAYERTCDEATHSND+(pstate->player));
pstate->falling=false;
@@ -4493,7 +4493,7 @@
{
//RotateBuffer (0, 0, (FINEANGLES>>6), (FINEANGLES), (VBLCOUNTER*(2+slowrate)));
//RotateScreen (0, 0, (FINEANGLES), (FINEANGLES*64), (VBLCOUNTER*(2+slowrate)), 2, true);
- RotateScreenScaleFloat(0, 0, 1.0, 0.01875, (VBLCOUNTER*(2+slowrate)), true, false);
+ //RotateScreenScaleFloat(0, 0, 1.0, 0.01875, (VBLCOUNTER*(2+slowrate)), true, false);
}
//zooms in on screen
@@ -4501,7 +4501,7 @@
{
//RotateBuffer (0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)));
//RotateScreen(0, 0, (FINEANGLES), (FINEANGLES>>6), (VBLCOUNTER*(1+slowrate)), 1, true);
- RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);
+ //RotateScreenScaleFloat(0, 0, 1.0, 64.0, (VBLCOUNTER*(1+slowrate)), true, false);
}
//zooms out with spinning
--
⑨