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- always calculate smoothratio while paused, but only return it during play. This is so the time keeps elapsing and you don't get a large delta between the first call back to CalcSmoothRatio()
after the previous call.
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1 changed files with 2 additions and 5 deletions
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@ -171,11 +171,8 @@ inline bool playrunning()
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inline int calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk)
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inline int calc_smoothratio(ClockTicks totalclk, ClockTicks ototalclk)
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{
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{
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if (!playrunning())
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double smoothratio = CalcSmoothRatio(totalclk, ototalclk, REALGAMETICSPERSEC);
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{
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return (playrunning() ? smoothratio : MaxSmoothRatio);
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return MaxSmoothRatio;
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}
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return CalcSmoothRatio(totalclk, ototalclk, REALGAMETICSPERSEC);
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}
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}
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inline void backupplayer(player_struct* p)
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inline void backupplayer(player_struct* p)
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