- Fix freeze interpolation bug

This commit is contained in:
Magnus Norddahl 2017-11-10 23:17:31 +01:00
parent 28401cd674
commit 090943eaa4

View file

@ -198,7 +198,7 @@ static uint32_t performanceGetTime()
static unsigned int FirstFrameStartTime;
static unsigned int CurrentFrameStartTime;
static bool TimeFrozen;
static unsigned int FreezeTime;
void I_SetFrameTime()
{
@ -207,7 +207,7 @@ void I_SetFrameTime()
// performanceGetTime() must only ever be called once or otherwise the playsim
// processing time will affect the interpolation done by the renderer.
if (!TimeFrozen)
if (FreezeTime == 0)
{
CurrentFrameStartTime = performanceGetTime();
if (FirstFrameStartTime == 0)
@ -247,7 +247,7 @@ static int I_WaitForTicWin32(int prevtic)
unsigned int I_FPSTime()
{
if (!TimeFrozen)
if (FreezeTime == 0)
return CurrentFrameStartTime;
else
return performanceGetTime();
@ -255,7 +255,7 @@ unsigned int I_FPSTime()
unsigned int I_MSTime()
{
if (!TimeFrozen)
if (FreezeTime == 0)
{
return CurrentFrameStartTime - FirstFrameStartTime;
}
@ -292,13 +292,16 @@ double I_GetTimeFrac(uint32_t *ms)
void I_FreezeTimeWin32(bool frozen)
{
if (TimeFrozen && !frozen)
if (frozen)
{
unsigned int timeFrozen = performanceGetTime() - CurrentFrameStartTime;
FirstFrameStartTime += timeFrozen;
FreezeTime = performanceGetTime();
}
else
{
FirstFrameStartTime += performanceGetTime() - FreezeTime;
FreezeTime = 0;
I_SetFrameTime();
}
TimeFrozen = frozen;
}
int(*I_GetTime)(bool saveMS) = I_GetTimeWin32;