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Only do view interpolation hack if renderer exists
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parent
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commit
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1 changed files with 10 additions and 6 deletions
16
src/p_tick.c
16
src/p_tick.c
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@ -25,6 +25,7 @@
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#include "k_kart.h"
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#include "k_kart.h"
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#include "r_main.h"
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#include "r_main.h"
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#include "r_fps.h"
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#include "r_fps.h"
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#include "i_video.h" // rendermode
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// Object place
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// Object place
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#include "m_cheat.h"
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#include "m_cheat.h"
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@ -818,15 +819,18 @@ void P_Ticker(boolean run)
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// Hack: ensure newview is assigned every tic.
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// Hack: ensure newview is assigned every tic.
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// Ensures view interpolation is T-1 to T in poor network conditions
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// Ensures view interpolation is T-1 to T in poor network conditions
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// We need a better way to assign view state decoupled from game logic
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// We need a better way to assign view state decoupled from game logic
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for (i = 0; i <= splitscreen; i++)
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if (rendermode != render_none)
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{
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{
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player_t *player = &players[displayplayers[i]];
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for (i = 0; i <= splitscreen; i++)
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boolean isSkyVisibleForPlayer = skyVisiblePerPlayer[i];
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if (isSkyVisibleForPlayer && skyboxmo[0] && cv_skybox.value)
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{
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{
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R_SkyboxFrame(player);
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player_t *player = &players[displayplayers[i]];
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boolean isSkyVisibleForPlayer = skyVisiblePerPlayer[i];
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if (isSkyVisibleForPlayer && skyboxmo[0] && cv_skybox.value)
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{
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R_SkyboxFrame(player);
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}
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R_SetupFrame(player, (skyboxmo[0] && cv_skybox.value));
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}
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}
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R_SetupFrame(player, (skyboxmo[0] && cv_skybox.value));
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}
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}
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}
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}
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