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- 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 e32cd81cc7
. The change in this commit is more like where Duke times actortime.
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parent
921f4e54d9
commit
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1 changed files with 5 additions and 8 deletions
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@ -336,25 +336,23 @@ void GameInterface::Ticker()
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thinktime.Reset();
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thinktime.Reset();
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thinktime.Clock();
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thinktime.Clock();
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actortime.Reset();
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actortime.Clock();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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{
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viewBackupView(i);
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viewBackupView(i);
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playerProcess(&gPlayer[i]);
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playerProcess(&gPlayer[i]);
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}
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}
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actortime.Unclock();
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trProcessBusy();
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trProcessBusy();
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evProcess(gFrameClock);
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evProcess(gFrameClock);
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seqProcess(4);
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seqProcess(4);
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DoSectorPanning();
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DoSectorPanning();
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actortime.Reset();
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actortime.Clock();
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actProcessSprites();
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actProcessSprites();
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actPostProcess();
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actPostProcess();
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#ifdef POLYMER
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actortime.Unclock();
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G_RefreshLights();
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#endif
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viewCorrectPrediction();
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viewCorrectPrediction();
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ambProcess();
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ambProcess();
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viewUpdateDelirium();
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viewUpdateDelirium();
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@ -371,7 +369,6 @@ void GameInterface::Ticker()
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gChokeCounter -= COUNTRATE;
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gChokeCounter -= COUNTRATE;
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}
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}
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}
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}
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thinktime.Unclock();
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thinktime.Unclock();
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gLevelTime++;
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gLevelTime++;
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