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- removed I_ResetTime entirely and refactored SW's use of it.
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commit
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5 changed files with 12 additions and 16 deletions
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@ -175,11 +175,6 @@ int I_GetBuildTime()
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return NSToBuildTic(CurrentFrameStartTime - FirstFrameStartTime);
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}
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void I_ResetTime()
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{
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FirstFrameStartTime = CurrentFrameStartTime = 0;
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}
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double I_GetTimeFrac()
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{
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int currentTic = NSToTic(CurrentFrameStartTime - FirstFrameStartTime);
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@ -15,9 +15,6 @@ uint64_t I_GetTimeNS();
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// Called by Build games in lieu of totalclock, returns current time in tics at ticrate of 120.
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int I_GetBuildTime();
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// Reset timer variables to zero when called.
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void I_ResetTime();
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double I_GetTimeFrac();
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double I_GetBuildTimeFrac();
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@ -362,7 +362,7 @@ void startmainmenu()
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void resetGameClock()
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{
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I_SetFrameTime();
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gameclockstart = I_GetTime();
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gameclockstart = I_GetBuildTime();
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gameclock = 0;
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cloudclock = 0;
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}
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@ -730,7 +730,7 @@ void GameTicker(void)
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ready2send = 1;
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int const currentTic = I_GetTime();
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gameclock = I_GetBuildTime();
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gameclock = I_GetBuildTime() - gameclockstart;
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if (paused)
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{
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@ -765,6 +765,13 @@ void GameTicker(void)
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}
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void resetGameClock()
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{
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I_SetFrameTime();
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gameclockstart = I_GetBuildTime();
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ogameclock = gameclock = 0;
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}
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void GameInterface::RunGameFrame()
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{
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// if the menu initiazed a new game or loaded a savegame, switch to play mode.
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@ -774,9 +781,7 @@ void GameInterface::RunGameFrame()
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{
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default:
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case GS_STARTUP:
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I_ResetTime();
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lastTic = -1;
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ogameclock = gameclock = 0;
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resetGameClock();
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if (userConfig.CommandMap.IsNotEmpty())
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{
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@ -43,6 +43,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void getinput(InputPacket *, SWBOOL);
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void resetGameClock();
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static uint8_t tempbuf[576], packbuf[576];
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int PlayClock;
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@ -163,9 +164,7 @@ InitTimingVars(void)
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// resettiming();
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totalsynctics = 0;
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I_ResetTime();
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lastTic = -1;
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ogameclock = gameclock = 0;
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resetGameClock();
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randomseed = 17L;
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MoveSkip8 = 2;
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