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Calculate game loop timing using fractional ticks
git-svn-id: https://svn.eduke32.com/eduke32@8572 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 8 deletions
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@ -5951,7 +5951,7 @@ MAIN_LOOP_RESTART:
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ototalclock += TICSPERFRAME;
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int const moveClock = (int)totalclock;
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auto const moveClock = totalclock;
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if (((!GUICapture && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
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&& (myplayer.gm & MODE_GAME))
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@ -5960,14 +5960,12 @@ MAIN_LOOP_RESTART:
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G_DoMoveThings();
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}
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if (totalclock - moveClock >= (TICSPERFRAME>>1))
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{
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// computing a tic takes longer than half a tic, so we're slowing
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// the game down. rather than tightly spinning here, go draw
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// a frame since we're fucked anyway
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// computing a tic is taking too long.
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// rather than tightly spinning here, go draw a frame since we're fucked anyway
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if ((int)(totalclock - moveClock) >= (TICSPERFRAME >> 1))
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break;
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}
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} while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && totalclock >= ototalclock + TICSPERFRAME);
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while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
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