// 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