Próbowałem przyśpieszyć chmury tak jak w CZ (o 100%), działa super, ale problem w tym że chmury ciągle zapierdzielają jak sam nwm ><
Próbowałem przywracać niebo na zasadzie divf i tracf ale nic nie daje skutku.
func void SleepFX_SpeedUpLayersOffset()
{
var zCSkyState SkyState0;
SkyState0= _^(MEM_SkyController.state0);
var zCSkyState SkyState1;
SkyState1= _^(MEM_SkyController.state1);
if(SkyState0!=last_state0)
&&(SkyState1!=last_state1)
{
if(gef(SkyState0.layer1_texSpeed[0],mkf(2)))
{ return; };
SkyState0.layer1_texSpeed[0]=mulf(sleepfx_cloudsSpeedMultipiler , SkyState0.layer1_texSpeed[0]);
SkyState0.layer1_texSpeed[1]=mulf(sleepfx_cloudsSpeedMultipiler , SkyState0.layer1_texSpeed[1]);
};
last_state0 = SkyState0;
if(SkyState1!=last_state1)
{
if(gef(SkyState1.layer1_texSpeed[0],mkf(2)))
{ return; };
SkyState1.layer1_texSpeed[0]=mulf(sleepfx_cloudsSpeedMultipiler , SkyState1.layer1_texSpeed[0]);
SkyState1.layer1_texSpeed[1]=mulf(sleepfx_cloudsSpeedMultipiler , SkyState1.layer1_texSpeed[1]);
};
last_state1 = SkyState1;
};
func void SleepFX_ResetSkyAfterSleep()
{
var zCSkyState SkyState0;
SkyState0= _^(MEM_SkyController.state0);
var zCSkyState SkyState1;
SkyState1= _^(MEM_SkyController.state1);
SkyState0.layer1_texSpeed[0]=fracf (SkyState0.layer1_texSpeed[0],sleepfx_cloudsSpeedMultipiler );
SkyState0.layer1_texSpeed[1]=fracf (SkyState0.layer1_texSpeed[1],sleepfx_cloudsSpeedMultipiler );
SkyState1.layer1_texSpeed[0]=fracf (SkyState0.layer1_texSpeed[0],sleepfx_cloudsSpeedMultipiler );
SkyState1.layer1_texSpeed[1]=fracf (SkyState0.layer1_texSpeed[1],sleepfx_cloudsSpeedMultipiler );
Prints("Sky was repaired!");
};
Print jest, ale niebo nie powraca do stanu pierwotnego...