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fix cg_drawping problem
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1 changed files with 8 additions and 3 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.55 2002/07/03 02:40:14 niceass
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// fix cg_drawping problem
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//
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// Revision 1.54 2002/06/29 21:58:54 niceass
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// big changes in cg_drawping
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//
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@ -674,7 +677,7 @@ static float CG_DrawFPSandPing(float y)
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char *s;
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int w;
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static int previousTimes[FPS_FRAMES];
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static int index;
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static int index, index2;
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int i, total;
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int fps;
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static int previous;
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@ -696,8 +699,9 @@ static float CG_DrawFPSandPing(float y)
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previousTimes[index % FPS_FRAMES] = frameTime;
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if (cg.latestSnapshotNum != currentSnapshotNum && cg.snap) {
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Pings[index % PING_SNAPS] = cg.snap->ping;
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Pings[index2 % PING_SNAPS] = cg.snap->ping;
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currentSnapshotNum = cg.latestSnapshotNum;
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index2++;
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}
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index++;
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@ -731,7 +735,7 @@ static float CG_DrawFPSandPing(float y)
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}
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// Draw ping here:
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if (index > PING_SNAPS) {
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if (index2 > PING_SNAPS) {
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int avgping = 0, l;
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for (l = 0; l < PING_SNAPS; l++) {
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@ -2437,6 +2441,7 @@ void CG_DrawActive(stereoFrame_t stereoView)
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if (separation != 0) {
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VectorMA(cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg);
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}
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// draw 3D view
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trap_R_RenderScene(&cg.refdef);
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