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always disabling the FPS limiter after drop errors
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3 changed files with 15 additions and 0 deletions
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@ -674,6 +674,12 @@ static void CL_SetMaxFPS( int maxFPS )
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}
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}
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void CL_DisableFramerateLimiter()
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{
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CL_SetMaxFPS( 0 );
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}
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void CL_InitCGame()
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void CL_InitCGame()
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{
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{
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int t = Sys_Milliseconds();
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int t = Sys_Milliseconds();
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@ -282,6 +282,10 @@ void QDECL Com_ErrorExt( int code, int module, qbool realError, const char *fmt,
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Cvar_Set("com_errorMessage", com_errorMessage);
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Cvar_Set("com_errorMessage", com_errorMessage);
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}
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}
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#ifndef DEDICATED
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CL_DisableFramerateLimiter();
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#endif
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if ( code == ERR_SERVERDISCONNECT ) {
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if ( code == ERR_SERVERDISCONNECT ) {
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#ifndef DEDICATED
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#ifndef DEDICATED
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CL_Disconnect( qtrue );
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CL_Disconnect( qtrue );
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@ -1019,6 +1019,11 @@ qbool CL_DemoPlaying();
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void CL_NextDemo();
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void CL_NextDemo();
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// invoke the "nextdemo" cvar as a command, if not empty
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// invoke the "nextdemo" cvar as a command, if not empty
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void CL_DisableFramerateLimiter();
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// map loads might be interrupted by a drop-style error,
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// which would leave the FPS limit enabled until the next successful map load
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// this should therefore always be called by Com_Error
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void Key_KeyNameCompletion( void (*callback)(const char *s) );
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void Key_KeyNameCompletion( void (*callback)(const char *s) );
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// for /bind and /unbind auto-completion
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// for /bind and /unbind auto-completion
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