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- Blood: Ensure new QAV timer doesn't process while game is paused.
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1 changed files with 24 additions and 16 deletions
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@ -268,26 +268,34 @@ void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
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void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration)
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{
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// Process clock based on QAV's ticrate and last tick value.
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qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
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// Process if not paused.
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if (!paused)
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{
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// Process clock based on QAV's ticrate and last tick value.
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qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
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if (pPlayer->weaponTimer == 0)
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{
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// Check if we're playing an idle QAV as per the ticker's weapon timer.
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*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
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*smoothratio = MaxSmoothRatio;
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}
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else if (pPlayer->qavTimer == 0)
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{
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// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
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*duration = pQAV->duration - 1;
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*smoothratio = MaxSmoothRatio;
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if (pPlayer->weaponTimer == 0)
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{
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// Check if we're playing an idle QAV as per the ticker's weapon timer.
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*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
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*smoothratio = MaxSmoothRatio;
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}
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else if (pPlayer->qavTimer == 0)
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{
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// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
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*duration = pQAV->duration - 1;
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*smoothratio = MaxSmoothRatio;
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}
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else
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{
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// Apply normal values.
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*duration = pQAV->duration - pPlayer->qavTimer;
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*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
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}
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}
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else
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{
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// Apply normal values.
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*duration = pQAV->duration - pPlayer->qavTimer;
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*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
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*smoothratio = MaxSmoothRatio;
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}
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}
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