- yscroll = shipy - (YSIZE / 2);
- yscroll += shipdy * 25;
- yscroll /= -25;
- yscroll = ((scrollvel * (12 - gamerate)) + (yscroll * gamerate)) / 12;
- scrollvel = yscroll;
- yscroll = yscroll*gamerate;
- shipy += yscroll;
-
+ tmp = shipy - (YSIZE / 2);
+ tmp += shipdy * 25;
+ tmp /= -25;
+ tmp = ((screendy * (t_frame - 12)) + (tmp * t_frame)) / 12;
+ screendy = -tmp;
+ tmp = shipx - (XSIZE / 3);
+ tmp += shipdx * 25;
+ tmp /= -25;
+ tmp = ((screendx * (t_frame - 12)) + (tmp * t_frame)) / 12;
+ screendx = -tmp;
+
+ // taper off if we would hit the barrier in under 2 seconds.
+ if(back_dist + (screendx - SCREENDXMIN)*TO_TICKS(2) < 0) {
+ screendx = SCREENDXMIN - (back_dist/TO_TICKS(2));
+ }
+
+ xscroll = screendx * t_frame;
+ yscroll = screendy * t_frame;
+ back_dist += (screendx - SCREENDXMIN)*t_frame;
+ if(opt_max_lead >= 0) back_dist = min(back_dist, opt_max_lead);
+
+ shipx -= xscroll;
+ shipy -= yscroll;
+
+ // move bang center
+ bangx += bangdx*t_frame - xscroll;
+ bangy += bangdy*t_frame - yscroll;
+