timedeltafix
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@@ -135,7 +135,7 @@ end
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--- @within Ascension
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function Ascension.draw_flash()
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if not _flash_active then return end
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_flash_timer = _flash_timer + 1
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_flash_timer = _flash_timer + Context.dt60
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local sw = Config.screen.width
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local sh = Config.screen.height
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@@ -160,7 +160,7 @@ end
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--- @within Ascension
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function Ascension.update_fade()
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if not _fade_active then return end
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_fade_timer = _fade_timer + 1
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_fade_timer = _fade_timer + Context.dt60
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if _fade_timer >= FADE_DURATION then
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_fade_active = false
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end
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@@ -105,14 +105,14 @@ function Focus.update()
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if driven then return end
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if closing then
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radius = radius - speed
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radius = radius - speed * Context.dt60
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if radius <= 0 then
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local cb = on_complete
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Focus.stop()
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if cb then cb() end
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end
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else
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radius = radius + speed
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radius = radius + speed * Context.dt60
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if radius >= max_radius(center_x, center_y) then
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local cb = on_complete
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Focus.stop()
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@@ -23,7 +23,7 @@ function Glitch.draw()
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if not Context or not Context.glitch or not Context.glitch.enabled then return end
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-- Update state timer
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Context.glitch.timer = Context.glitch.timer - 1
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Context.glitch.timer = Context.glitch.timer - Context.dt60
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if Context.glitch.timer <= 0 then
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if Context.glitch.state == "active" then
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Context.glitch.state = "waiting"
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@@ -96,7 +96,7 @@ function Meter.update()
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local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
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if not in_minigame then
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if m.combo > 0 then
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m.combo_timer = m.combo_timer + 1
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m.combo_timer = m.combo_timer + Context.dt60
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if m.combo_timer >= COMBO_TIMEOUT_FRAMES then
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m.combo = 0
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m.combo_timer = 0
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@@ -28,7 +28,7 @@ function Timer.update()
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local in_minigame = string.find(Window.get_current_id(), "^minigame_") ~= nil
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if not in_minigame then
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t.progress = t.progress + (1 / timer_duration)
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t.progress = t.progress + (Context.delta_time / (timer_duration / 60))
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if t.progress >= 1 then
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t.progress = t.progress - 1
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end
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@@ -110,7 +110,7 @@ function Trigger.update()
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for id, state in pairs(Context.triggers) do
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local trigger = triggers[id]
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if trigger then
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state.elapsed = state.elapsed + 1
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state.elapsed = state.elapsed + Context.dt60
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if state.elapsed >= trigger.duration then
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table.insert(fired, id)
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end
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