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Determine svs.realtime from curtime and not the global timing.
This is the same as the client does for it's realtime. It looks at least somewhat more correct since it pevents rounding errors. And things are simplified a litte bit since the server timing is now independent of the global timing.
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3 changed files with 4 additions and 4 deletions
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@ -784,6 +784,6 @@ void SCR_BeginLoadingPlaque(void);
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void SV_Init(void);
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void SV_Shutdown(char *finalmsg, qboolean reconnect);
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void SV_Frame(int msec);
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void SV_Frame();
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#endif
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@ -380,7 +380,7 @@ Qcommon_Frame(int msec)
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}
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#endif
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SV_Frame(msec);
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SV_Frame();
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#ifndef DEDICATED_ONLY
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if (host_speeds->value)
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@ -376,7 +376,7 @@ SV_RunGameFrame(void)
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}
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void
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SV_Frame(int msec)
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SV_Frame()
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{
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#ifndef DEDICATED_ONLY
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time_before_game = time_after_game = 0;
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@ -388,7 +388,7 @@ SV_Frame(int msec)
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return;
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}
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svs.realtime += msec;
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svs.realtime = curtime;
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/* keep the random time dependent */
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randk();
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