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Stick update of 'totalclocklock' at beginning of G_DrawRooms() instead of drawrooms().
This fixes engine-side sprite animation in the following scenario: CON code wants to draw a scene from EVENT_DISPLAYREST, but since it covers the whole screen, disables the drawing of the 3D scene beforehand (RETURN set to 1 from EVENT_DISPLAYROOMS). DONT_BUILD. git-svn-id: https://svn.eduke32.com/eduke32@5020 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 2 additions and 1 deletions
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@ -9408,7 +9408,6 @@ int32_t drawrooms(int32_t daposx, int32_t daposy, int32_t daposz,
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globalcisibility = mulscale8(globalhisibility,320);
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globalcursectnum = dacursectnum;
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totalclocklock = totalclock;
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if ((xyaspect != oxyaspect) || (xdimen != oxdimen) || (viewingrange != oviewingrange))
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dosetaspect();
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@ -4434,6 +4434,8 @@ void G_DrawRooms(int32_t snum, int32_t smoothratio)
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if (g_networkMode == NET_DEDICATED_SERVER) return;
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totalclocklock = totalclock;
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if (pub > 0 || getrendermode() >= REND_POLYMOST) // JBF 20040101: redraw background always
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{
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#ifdef __ANDROID__
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