From 4fa7b8f684a4dc3b488a962775a6dd67bf759b40 Mon Sep 17 00:00:00 2001 From: flan Date: Tue, 29 Jul 2025 00:49:35 +0200 Subject: [PATCH] Make other users' repeating flash intensity consistent with the player's Looks like the flash is a little bit stronger when Flash is called after Game_Character::Update for the given other player. Spriteset_Map::Update runs after Game_Multiplayer::Update (which calls the individual Update methods of other players) so the call had to be moved to the latter. --- src/multiplayer/game_multiplayer.cpp | 1 + src/spriteset_map.cpp | 2 -- 2 files changed, 1 insertion(+), 2 deletions(-) diff --git a/src/multiplayer/game_multiplayer.cpp b/src/multiplayer/game_multiplayer.cpp index 767454353..feaf97649 100644 --- a/src/multiplayer/game_multiplayer.cpp +++ b/src/multiplayer/game_multiplayer.cpp @@ -819,6 +819,7 @@ void Game_Multiplayer::Update() { bool check_chat_name_overlap = frame_index % (8 + ((players.size() >> 4) << 3)) == 0; + ApplyRepeatingFlashes(); for (auto& p : players) { auto& q = p.second.mvq; auto& ch = p.second.ch; diff --git a/src/spriteset_map.cpp b/src/spriteset_map.cpp index 90dd28cb9..fb63fca77 100644 --- a/src/spriteset_map.cpp +++ b/src/spriteset_map.cpp @@ -96,8 +96,6 @@ void Spriteset_Map::Update() { character_sprite->SetTone(new_tone); } - GMI().ApplyRepeatingFlashes(); - panorama->SetOx(Game_Map::Parallax::GetX()); panorama->SetOy(Game_Map::Parallax::GetY()); panorama->SetTone(new_tone);