From 715a61adbd962c04885d652325bcaeb3962ed5c8 Mon Sep 17 00:00:00 2001 From: Mitchell Richters Date: Wed, 2 Sep 2020 09:15:18 +1000 Subject: [PATCH] - Blood: Re-position actortime clocking and remove #ifdef guarded call to non-existent function. I believe this is the right place and I got it wrong when doing e32cd81cc741f9784a52ad1c3b4641e406b8973a. The change in this commit is more like where Duke times actortime. --- source/blood/src/blood.cpp | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/source/blood/src/blood.cpp b/source/blood/src/blood.cpp index cdc8e29a3..66d29e7b2 100644 --- a/source/blood/src/blood.cpp +++ b/source/blood/src/blood.cpp @@ -336,25 +336,23 @@ void GameInterface::Ticker() thinktime.Reset(); thinktime.Clock(); - - actortime.Reset(); - actortime.Clock(); for (int i = connecthead; i >= 0; i = connectpoint2[i]) { viewBackupView(i); playerProcess(&gPlayer[i]); } - actortime.Unclock(); trProcessBusy(); evProcess(gFrameClock); seqProcess(4); DoSectorPanning(); + + actortime.Reset(); + actortime.Clock(); actProcessSprites(); actPostProcess(); -#ifdef POLYMER - G_RefreshLights(); -#endif + actortime.Unclock(); + viewCorrectPrediction(); ambProcess(); viewUpdateDelirium(); @@ -371,7 +369,6 @@ void GameInterface::Ticker() gChokeCounter -= COUNTRATE; } } - thinktime.Unclock(); gLevelTime++;