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- fix interpolation stutters when opening console for Duke3D.
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parent
4e1905e630
commit
1bb3640bc9
1 changed files with 44 additions and 37 deletions
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@ -5909,49 +5909,56 @@ MAIN_LOOP_RESTART:
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bool gameUpdate = false;
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double gameUpdateStartTime = timerGetHiTicks();
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while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
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if (M_Active() || GUICapture || ud.pause_on != 0)
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{
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ototalclock += TICSPERFRAME;
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P_GetInput(myconnectindex);
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[0][myconnectindex];
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
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if (!FURY)
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{
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input.fvel += pPlayer->fric.x;
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input.svel += pPlayer->fric.y;
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}
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localInput = {};
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if (((!GUICapture && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
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&& (myplayer.gm & MODE_GAME))
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{
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Net_GetPackets();
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G_DoMoveThings();
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}
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totalclock = ototalclock + TICSPERFRAME;
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}
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else
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{
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while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
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{
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ototalclock += TICSPERFRAME;
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
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P_GetInput(myconnectindex);
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if (g_gameUpdateAvgTime <= 0.0)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[0][myconnectindex];
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g_gameUpdateAvgTime
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= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
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G_DoCheats();
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if (!FURY)
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{
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input.fvel += pPlayer->fric.x;
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input.svel += pPlayer->fric.y;
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}
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localInput = {};
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if (((myplayer.gm & MODE_MENU) != MODE_MENU || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
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&& (myplayer.gm & MODE_GAME))
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{
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Net_GetPackets();
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G_DoMoveThings();
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}
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}
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
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if (g_gameUpdateAvgTime <= 0.0)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime
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= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
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G_DoCheats();
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}
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if (myplayer.gm & (MODE_EOL|MODE_RESTART))
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{
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