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- initial adjustments for P_Ticker.
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parent
befacddab4
commit
623330f938
1 changed files with 17 additions and 9 deletions
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@ -62,7 +62,8 @@ bool P_CheckTickerPaused ()
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&& players[consoleplayer].viewz != NO_VALUE
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&& wipegamestate == gamestate)
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{
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S_PauseSound (!(level.flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
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// Only the current UI level's settings are relevant for sound.
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S_PauseSound (!(currentUILevel->flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
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return true;
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}
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return false;
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@ -95,11 +96,15 @@ void P_Ticker (void)
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DPSprite::NewTick();
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// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
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if ((level.maptime & 3) == 0)
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// This may not be perfect but it is not really relevant for sublevels that tracer homing behavior is preserved.
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if ((currentUILevel->maptime & 3) == 0)
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{
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if (bglobal.changefreeze)
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{
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level.frozenstate ^= 2;
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for (auto Level : AllLevels())
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{
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Level->frozenstate ^= 2;
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}
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bglobal.freeze ^= 1;
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bglobal.changefreeze = 0;
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}
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@ -120,13 +125,16 @@ void P_Ticker (void)
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P_ResetSightCounters (false);
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R_ClearInterpolationPath();
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// Reset all actor interpolations for all actors before the current thinking turn so that indirect actor movement gets properly interpolated.
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TThinkerIterator<AActor> it;
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AActor *ac;
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while ((ac = it.Next()))
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// Reset all actor interpolations on all levels before the current thinking turn so that indirect actor movement gets properly interpolated.
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for (auto Level : AllLevels())
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{
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ac->ClearInterpolation();
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auto it = Level->GetThinkerIterator<AActor>();
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AActor *ac;
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while ((ac = it.Next()))
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{
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ac->ClearInterpolation();
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}
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}
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// Since things will be moving, it's okay to interpolate them in the renderer.
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