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Oops, i've missed do while here
# Conflicts: # source/rr/src/game.cpp
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parent
d23b4a7e33
commit
1719b70559
1 changed files with 44 additions and 41 deletions
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@ -7624,54 +7624,57 @@ MAIN_LOOP_RESTART:
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double const gameUpdateStartTime = timerGetHiTicks();
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if (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME)
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{
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//if (g_networkMode != NET_DEDICATED_SERVER)
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//{
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// if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
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// P_GetInputMotorcycle(myconnectindex);
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// else if (RRRA && g_player[myconnectindex].ps->on_boat)
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// P_GetInputBoat(myconnectindex);
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// else
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// P_GetInput(myconnectindex);
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//}
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//Bmemcpy(&inputfifo[0][myconnectindex], &localInput, sizeof(input_t));
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if (!frameJustDrawn)
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break;
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frameJustDrawn = false;
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do
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{
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if (ready2send == 0) break;
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Net_GetInput();
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//if (g_networkMode != NET_DEDICATED_SERVER)
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//{
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// if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
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// P_GetInputMotorcycle(myconnectindex);
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// else if (RRRA && g_player[myconnectindex].ps->on_boat)
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// P_GetInputBoat(myconnectindex);
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// else
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// P_GetInput(myconnectindex);
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//}
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ototalclock += TICSPERFRAME;
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//Bmemcpy(&inputfifo[0][myconnectindex], &localInput, sizeof(input_t));
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int const moveClock = (int) totalclock;
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if (!frameJustDrawn)
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break;
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if (((ud.show_help == 0 && !GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
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(g_player[myconnectindex].ps->gm&MODE_GAME))
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{
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G_MoveLoop();
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S_Update();
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}
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frameJustDrawn = false;
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if (totalclock - moveClock >= TICSPERFRAME)
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{
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// computing a tic takes longer than a tic, so we're slowing
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// the game down. rather than tightly spinning here, go draw
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// a frame since we're fucked anyway
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break;
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}
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}
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME);
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do
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{
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if (ready2send == 0) break;
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Net_GetInput();
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
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if (g_gameUpdateAvgTime < 0.f)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
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ototalclock += TICSPERFRAME;
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int const moveClock = (int) totalclock;
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if (((ud.show_help == 0 && !GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
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(g_player[myconnectindex].ps->gm&MODE_GAME))
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{
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G_MoveLoop();
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S_Update();
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}
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if (totalclock - moveClock >= TICSPERFRAME)
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{
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// computing a tic takes longer than a tic, so we're slowing
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// the game down. rather than tightly spinning here, go draw
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// a frame since we're fucked anyway
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break;
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}
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}
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME);
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
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if (g_gameUpdateAvgTime < 0.f)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
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} while(0);
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}
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G_DoCheats();
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