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2c65f08011
* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim. |
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.. | ||
r_decal.cpp | ||
r_decal.h | ||
r_particle.cpp | ||
r_particle.h | ||
r_playersprite.cpp | ||
r_playersprite.h | ||
r_sprite.cpp | ||
r_sprite.h | ||
r_visiblesprite.cpp | ||
r_visiblesprite.h | ||
r_visiblespritelist.cpp | ||
r_visiblespritelist.h | ||
r_voxel.cpp | ||
r_voxel.h | ||
r_wallsprite.cpp | ||
r_wallsprite.h |