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- the timing compensation which was necessary for millisecond-precise timing is not needed anymore with nanoseconds.
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parent
efa7c3cacf
commit
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2 changed files with 3 additions and 17 deletions
16
src/cmdlib.h
16
src/cmdlib.h
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@ -65,23 +65,9 @@ struct FFileList
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void ScanDirectory(TArray<FFileList> &list, const char *dirpath);
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//==========================================================================
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//
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// Functions to compensate for a tic being a bit short.
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// Since ZDoom uses a milliseconds timer for game timing
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// 35 tics are actually only 0.98 seconds.
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// For real time display this needs to be adjusted
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//
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//==========================================================================
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inline int AdjustTics(int tics)
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{
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return Scale(tics, 98, 100);
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}
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inline int Tics2Seconds(int tics)
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{
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return Scale(tics, 98, (100 * TICRATE));
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return tics * TICRATE;
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}
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@ -420,7 +420,7 @@ static void StoreLevelStats()
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LevelData[i].killcount = level.killed_monsters;
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LevelData[i].totalsecrets = level.total_secrets;
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LevelData[i].secretcount = level.found_secrets;
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LevelData[i].leveltime = AdjustTics(level.maptime);
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LevelData[i].leveltime = level.maptime;
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// Check for living monsters. On some maps it can happen
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// that the counter misses some.
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@ -490,7 +490,7 @@ void STAT_ChangeLevel(const char *newl)
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}
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infostring.Format("%4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], validlevels);
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FSessionStatistics *es = StatisticsEntry(sl, infostring, AdjustTics(level.totaltime));
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FSessionStatistics *es = StatisticsEntry(sl, infostring, level.totaltime);
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for(unsigned i = 0; i < LevelData.Size(); i++)
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{
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