- 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.
This commit is contained in:
Mitchell Richters 2020-09-02 09:15:18 +10:00
parent 921f4e54d9
commit 715a61adbd

View file

@ -336,25 +336,23 @@ void GameInterface::Ticker()
thinktime.Reset(); thinktime.Reset();
thinktime.Clock(); thinktime.Clock();
actortime.Reset();
actortime.Clock();
for (int i = connecthead; i >= 0; i = connectpoint2[i]) for (int i = connecthead; i >= 0; i = connectpoint2[i])
{ {
viewBackupView(i); viewBackupView(i);
playerProcess(&gPlayer[i]); playerProcess(&gPlayer[i]);
} }
actortime.Unclock();
trProcessBusy(); trProcessBusy();
evProcess(gFrameClock); evProcess(gFrameClock);
seqProcess(4); seqProcess(4);
DoSectorPanning(); DoSectorPanning();
actortime.Reset();
actortime.Clock();
actProcessSprites(); actProcessSprites();
actPostProcess(); actPostProcess();
#ifdef POLYMER actortime.Unclock();
G_RefreshLights();
#endif
viewCorrectPrediction(); viewCorrectPrediction();
ambProcess(); ambProcess();
viewUpdateDelirium(); viewUpdateDelirium();
@ -371,7 +369,6 @@ void GameInterface::Ticker()
gChokeCounter -= COUNTRATE; gChokeCounter -= COUNTRATE;
} }
} }
thinktime.Unclock(); thinktime.Unclock();
gLevelTime++; gLevelTime++;