gzdoom-gles/src/p_tick.cpp
Christoph Oelckers 25f90d6221 SVN r27 (trunk)
2006-04-11 16:27:41 +00:00

93 lines
2.2 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Ticker.
//
//-----------------------------------------------------------------------------
#include "p_local.h"
#include "p_effect.h"
#include "p_acs.h"
#include "c_console.h"
#include "b_bot.h"
#include "doomstat.h"
#include "sbar.h"
extern gamestate_t wipegamestate;
//
// P_Ticker
//
void P_Ticker (void)
{
int i;
updateinterpolations ();
r_NoInterpolate = true;
// run the tic
if (paused)
return;
// pause if in menu or console and at least one tic has been run
if ( !netgame
&& gamestate != GS_TITLELEVEL
&& ((menuactive != MENU_Off && menuactive != MENU_OnNoPause) ||
ConsoleState == c_down || ConsoleState == c_falling)
&& !demoplayback
&& !demorecording
&& players[consoleplayer].viewz != 1
&& wipegamestate == gamestate)
{
return;
}
P_ResetSightCounters (false);
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;
if (!bglobal.freeze)
{
P_ThinkParticles (); // [RH] make the particles think
}
StatusBar->Tick (); // [RH] moved this here
for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[i] &&
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
P_PlayerThink (&players[i]);
level.Tick (); // [RH] let the level tick
DThinker::RunThinkers ();
//if added by MC: Freeze mode.
if (!bglobal.freeze)
{
P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects
}
// for par times
level.time++;
level.maptime++;
level.totaltime++;
}