mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- more work to switch over to the new loop.
Mainly separation of ticker and render calls
This commit is contained in:
parent
367b4ce051
commit
0c455acaa2
10 changed files with 93 additions and 56 deletions
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@ -74,7 +74,6 @@ enum rendmode_t {
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#define MAXVOXELS 1024
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#define MAXSTATUS 1024
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#define MAXPLAYERS 16
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// Maximum number of component tiles in a multi-psky:
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#define MAXPSKYTILES 16
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#define MAXSPRITESONSCREEN 2560
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@ -53,6 +53,8 @@ void Net_SkipCommand (int type, uint8_t **stream);
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void Net_ClearBuffers ();
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bool D_CheckNetGame(void);
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// Netgame stuff (buffers and pointers, i.e. indices).
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@ -69,6 +69,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "screenjob.h"
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#include "statusbar.h"
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#include "uiinput.h"
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#include "d_net.h"
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CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -100,6 +101,7 @@ int lastTic;
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int automapMode;
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bool automapFollow;
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extern int pauseext;
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CCMD(togglemap)
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{
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@ -137,6 +139,7 @@ void I_DetectOS(void);
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void LoadScripts();
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void app_loop();
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void DrawFullscreenBlends();
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void MainLoop();
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bool AppActive;
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@ -280,15 +283,6 @@ void UserConfig::ProcessOptions()
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Printf("Build-format config files not supported and will be ignored\n");
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}
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#if 0 // MP disabled pending evaluation
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auto v = Args->CheckValue("-port");
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if (v) netPort = strtol(v, nullptr, 0);
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netServerMode = Args->CheckParm("-server");
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netServerAddress = Args->CheckValue("-connect");
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netPassword = Args->CheckValue("-password");
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#endif
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auto v = Args->CheckValue("-addon");
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if (v)
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{
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@ -866,9 +860,9 @@ int RunGame()
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auto exec = C_ParseCmdLineParams(nullptr);
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if (exec) exec->ExecCommands();
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gamestate = GS_LEVEL;
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SetupGameButtons();
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gi->app_init();
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app_loop();
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return 0; // this is never reached. app_loop only exits via exception.
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}
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@ -1150,6 +1144,15 @@ void S_SetSoundPaused(int state)
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}
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}
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}
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if (!netgame
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#if 0 //def _DEBUG
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&& !demoplayback
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#endif
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)
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{
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pauseext = !state;
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}
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}
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FString G_GetDemoPath()
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@ -98,6 +98,11 @@ int oldentertics;
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int gametic;
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void G_BuildTiccmd(ticcmd_t* cmd)
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{
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@ -105,8 +110,13 @@ void G_BuildTiccmd(ticcmd_t* cmd)
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cmd->consistancy = consistancy[myconnectindex][(maketic / ticdup) % BACKUPTICS];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void G_Ticker()
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static void GameTicker()
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{
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int i;
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@ -116,11 +126,6 @@ void G_Ticker()
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// Todo: Migrate state changes to here instead of doing them ad-hoc
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while (gameaction != ga_nothing)
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{
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if (gameaction == ga_newgame2)
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{
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gameaction = ga_newgame;
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break;
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}
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switch (gameaction)
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{
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}
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@ -181,18 +186,15 @@ void G_Ticker()
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gi->Startup();
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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gi->DrawBackground();
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break;
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case GS_LEVEL:
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gi->Ticker();
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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case GS_INTERMISSION:
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case GS_INTRO:
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RunScreenJobFrame();
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// These elements do not tick at game rate.
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break;
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}
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@ -201,54 +203,65 @@ void G_Ticker()
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//==========================================================================
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//
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// D_Display
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//
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// Draw current display, possibly wiping it from the previous
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// Display
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//
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//==========================================================================
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void D_Display()
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void Display()
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{
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FGameTexture* wipe = nullptr;
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if (screen == NULL)
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return; // for comparative timing / profiling
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if (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground))
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if (screen == nullptr || !AppActive && (screen->IsFullscreen() || !vid_activeinbackground))
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{
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return;
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}
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screen->FrameTime = I_msTimeFS();
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screen->BeginFrame();
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twodpsp.ClearClipRect();
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twod->ClearClipRect();
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if ((gamestate == GS_LEVEL) && gametic != 0)
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switch (gamestate)
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{
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// [ZZ] execute event hook that we just started the frame
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//E_RenderFrame();
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//
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gi->Render();
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case GS_MENUSCREEN:
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gi->DrawBackground();
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break;
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case GS_FINALE:
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// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
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RunScreenJobFrame();
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break;
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case GS_LEVEL:
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if (gametic != 0)
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{
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gi->Render();
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DrawFullscreenBlends();
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}
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break;
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default:
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break;
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}
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// Draw overlay elements to the 2D drawer
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NetUpdate(); // send out any new accumulation
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// Draw overlay elements
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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FStat::PrintStat(twod);
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// Handle the final 2D overlays.
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if (gamestate == GS_LEVEL) DrawFullscreenBlends();
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DrawRateStuff();
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videoShowFrame(0);
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}
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//==========================================================================
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//
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// Forces playsim processing time to be consistent across frames.
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// This improves interpolation for frames in between tics.
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//
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// With this cvar off the mods with a high playsim processing time will appear
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// less smooth as the measured time used for interpolation will vary.
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//
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//==========================================================================
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static void TicStabilityWait()
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{
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@ -280,9 +293,12 @@ static void TicStabilityEnd()
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stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
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}
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//==========================================================================
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//
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// TryRunTics
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// The most important function in the engine.
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//
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//==========================================================================
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void TryRunTics (void)
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{
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int i;
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@ -296,7 +312,7 @@ void TryRunTics (void)
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// will all be wasted anyway.
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if (pauseext)
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r_NoInterpolate = true;
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bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
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bool doWait = cl_capfps || r_NoInterpolate;
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// get real tics
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if (doWait)
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@ -328,14 +344,7 @@ void TryRunTics (void)
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}
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}
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if (ticdup == 1)
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{
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availabletics = lowtic - gametic;
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}
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else
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{
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availabletics = lowtic - gametic / ticdup;
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}
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availabletics = lowtic - gametic / ticdup;
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// decide how many tics to run
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if (realtics < availabletics-1)
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gi->Predict(myconnectindex);
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#endif
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}
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gi->GetInput(nullptr);
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return;
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}
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@ -431,10 +441,9 @@ void TryRunTics (void)
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D_DoAdvanceDemo ();
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}
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#endif
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//if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
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C_Ticker ();
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M_Ticker ();
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G_Ticker();
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GameTicker();
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gametic++;
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NetUpdate (); // check for new console commands
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@ -482,7 +491,7 @@ void MainLoop ()
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// Update display, next frame, with current state.
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I_StartTic ();
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D_Display();
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Display();
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Mus_UpdateMusic(); // must be at the end.
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}
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catch (CRecoverableError &error)
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@ -59,6 +59,10 @@ struct GameInterface : public ::GameInterface
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void ResetFollowPos(bool message) override;
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void GetInput(InputPacket* packet) override;
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void UpdateSounds() override;
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void Startup() override;
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void DrawBackground() override;
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void Render() override;
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void Ticker() override;
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};
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@ -400,6 +400,24 @@ static void Startup()
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//
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//---------------------------------------------------------------------------
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void GameInterface::Startup()
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{
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}
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void GameInterface::DrawBackground()
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{
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}
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void GameInterface::Render()
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{
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}
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void GameInterface::Ticker()
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{
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}
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void GameInterface::RunGameFrame()
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{
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switch (gamestate)
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@ -8,6 +8,7 @@
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#include "sounds.h"
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#include "constants.h"
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#include "types.h"
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#include "d_net.h"
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BEGIN_DUKE_NS
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@ -1,6 +1,7 @@
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#pragma once
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#include "names.h"
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#include "packet.h"
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#include "d_net.h"
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BEGIN_DUKE_NS
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@ -355,6 +355,7 @@ public:
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};
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extern GLInstance GLInterface;
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extern F2DDrawer twodpsp;
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void renderSetProjectionMatrix(const float* p);
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void renderSetViewMatrix(const float* p);
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@ -2057,7 +2057,6 @@ extern short numplayers, myconnectindex;
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extern short connecthead, connectpoint2[MAXPLAYERS];
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*/
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extern int *lastpacket2clock;
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extern char username[MAXPLAYERS][50];
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// save player info when moving to a new level
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extern USER puser[MAX_SW_PLAYERS_REG];
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