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- Duke: Do not reset the global ticker.
The new main loop code cannot handle that. Instead set a start value for gameclock so that gameclock can be based on an arbitrary time value instead of directly representing global time.
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commit
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3 changed files with 5 additions and 4 deletions
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@ -95,7 +95,7 @@ GameInterface* gi;
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int myconnectindex, numplayers;
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int myconnectindex, numplayers;
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int connecthead, connectpoint2[MAXMULTIPLAYERS];
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int connecthead, connectpoint2[MAXMULTIPLAYERS];
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auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
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auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
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int gameclock;
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int gameclock, gameclockstart;
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int lastTic;
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int lastTic;
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int automapMode;
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int automapMode;
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@ -219,4 +219,5 @@ extern int automapMode;
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extern bool automapFollow;
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extern bool automapFollow;
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extern bool sendPause;
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extern bool sendPause;
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extern int gameclock;
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extern int gameclock;
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extern int gameclockstart;
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extern int lastTic;
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extern int lastTic;
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@ -294,7 +294,7 @@ void GameTicker()
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gameupdatetime.Clock();
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gameupdatetime.Clock();
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int const currentTic = I_GetTime();
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int const currentTic = I_GetTime();
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gameclock = I_GetBuildTime();
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gameclock = I_GetBuildTime() - gameclockstart;
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while (playrunning() && currentTic - lastTic >= 1)
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while (playrunning() && currentTic - lastTic >= 1)
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{
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{
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@ -361,8 +361,8 @@ void startmainmenu()
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void resetGameClock()
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void resetGameClock()
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{
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{
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I_ResetTime();
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I_SetFrameTime();
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lastTic = -1;
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gameclockstart = I_GetTime();
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gameclock = 0;
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gameclock = 0;
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cloudclock = 0;
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cloudclock = 0;
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}
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}
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