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- Use I_FPSTime() instead of I_MSTime() to drive R_UpdateAnimations().
SVN r2253 (trunk)
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parent
b3005ab16c
commit
7f96531dc0
2 changed files with 5 additions and 5 deletions
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@ -657,7 +657,7 @@ void D_Display ()
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switch (gamestate)
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{
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case GS_FULLCONSOLE:
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R_UpdateAnimations(I_MSTime());
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R_UpdateAnimations(I_FPSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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C_DrawConsole (false);
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@ -722,7 +722,7 @@ void D_Display ()
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break;
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case GS_INTERMISSION:
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R_UpdateAnimations(I_MSTime());
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R_UpdateAnimations(I_FPSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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WI_Drawer ();
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@ -730,7 +730,7 @@ void D_Display ()
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break;
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case GS_FINALE:
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R_UpdateAnimations(I_MSTime());
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R_UpdateAnimations(I_FPSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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F_Drawer ();
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@ -738,7 +738,7 @@ void D_Display ()
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break;
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case GS_DEMOSCREEN:
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R_UpdateAnimations(I_MSTime());
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R_UpdateAnimations(I_FPSTime());
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screen->SetBlendingRect(0,0,0,0);
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hw2d = screen->Begin2D(false);
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D_PageDrawer ();
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@ -1081,7 +1081,7 @@ void R_SetupFrame (AActor *actor)
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iview->otic = nowtic;
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}
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R_UpdateAnimations (I_MSTime());
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R_UpdateAnimations (I_FPSTime());
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r_TicFrac = I_GetTimeFrac (&r_FrameTime);
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if (cl_capfps || r_NoInterpolate)
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{
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