📄 patch
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void camera::renderstars(){ short cx,cy; //Centering screen position short astx,asty; //For holding star position on screen graphic* warp; //Warp star sprite warp=NULL; cx=interface::viewb.x+(interface::viewb.w/2); cy=interface::viewb.y+(interface::viewb.h/2); if(presence::vel.rad>=99) warp=graphic::get(graphic::WARP); for(short i=0;i<64;i++) { if(warp && strs[i].dep>10) strs[i].dep=1; astx=(short)(strs[i].loc.x+(cx-pov.x)/strs[i].dep); asty=(short)(strs[i].loc.y+(cy-pov.y)/strs[i].dep); if(astx<interface::viewb.x || astx>interface::viewb.x+interface::viewb.w || asty<interface::viewb.y || asty>interface::viewb.y+interface::viewb.h) { astx=interface::viewb.x+calc::rnd(interface::viewb.w); asty=interface::viewb.y+calc::rnd(interface::viewb.h); if(warp) strs[i].dep=calc::rnd(40)+60; else strs[i].dep=calc::rnd(10)+1; strs[i].loc.x=astx-(interface::viewb.x+interface::viewb.w/2-pov.x)/strs[i].dep; strs[i].loc.y=asty-(interface::viewb.y+interface::viewb.h/2-pov.y)/strs[i].dep; } if(warp) warp->draw(astx,asty,((presence::vel.ang+5)/10)%36,0,0,false); else if(strs[i].dep>5) graphic::pix(astx,asty,graphic::GREY); else graphic::pix(astx,asty,graphic::WHITE); }}
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