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https://github.com/ZDoom/raze-gles.git
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Further improve Duke3D and RR main game loop.
- Replace if statement containing nested do/while loop with a while loop.
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d4dd737cd5
commit
9e8e441d02
2 changed files with 71 additions and 78 deletions
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@ -5759,52 +5759,48 @@ MAIN_LOOP_RESTART:
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bool gameUpdate = false;
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double gameUpdateStartTime = timerGetHiTicks();
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if (((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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{
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do
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ototalclock += TICSPERFRAME;
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P_GetInput(myconnectindex);
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[0][myconnectindex];
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
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if (!FURY)
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{
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ototalclock += TICSPERFRAME;
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P_GetInput(myconnectindex);
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[0][myconnectindex];
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
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if (!FURY)
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{
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input.fvel += pPlayer->fric.x;
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input.svel += pPlayer->fric.y;
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}
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localInput = {};
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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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{
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Net_GetPackets();
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G_DoMoveThings();
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}
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input.fvel += pPlayer->fric.x;
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input.svel += pPlayer->fric.y;
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}
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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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localInput = {};
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if (g_gameUpdateAvgTime <= 0.0)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime
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= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
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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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{
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Net_GetPackets();
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G_DoMoveThings();
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}
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}
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
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if (g_gameUpdateAvgTime <= 0.0)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime
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= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
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G_DoCheats();
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if (myplayer.gm & (MODE_EOL|MODE_RESTART))
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@ -7228,50 +7228,47 @@ MAIN_LOOP_RESTART:
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char gameUpdate = false;
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double const gameUpdateStartTime = timerGetHiTicks();
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if (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME)
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
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{
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do
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ototalclock += TICSPERFRAME;
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if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
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P_GetInputMotorcycle(myconnectindex);
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else if (RRRA && g_player[myconnectindex].ps->on_boat)
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P_GetInputBoat(myconnectindex);
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else
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P_GetInput(myconnectindex);
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[g_player[myconnectindex].movefifoend&(MOVEFIFOSIZ-1)][myconnectindex];
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]) +
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pPlayer->fric.x;
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]) +
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pPlayer->fric.y;
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localInput = {};
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g_player[myconnectindex].movefifoend++;
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if (((!GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
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(g_player[myconnectindex].ps->gm&MODE_GAME))
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{
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ototalclock += TICSPERFRAME;
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if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
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P_GetInputMotorcycle(myconnectindex);
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else if (RRRA && g_player[myconnectindex].ps->on_boat)
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P_GetInputBoat(myconnectindex);
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else
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P_GetInput(myconnectindex);
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// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
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auto const pPlayer = g_player[myconnectindex].ps;
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auto const q16ang = fix16_to_int(pPlayer->q16ang);
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auto & input = inputfifo[g_player[myconnectindex].movefifoend&(MOVEFIFOSIZ-1)][myconnectindex];
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input = localInput;
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input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]) +
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pPlayer->fric.x;
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input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
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mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]) +
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pPlayer->fric.y;
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localInput = {};
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g_player[myconnectindex].movefifoend++;
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if (((!GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
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(g_player[myconnectindex].ps->gm&MODE_GAME))
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{
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G_MoveLoop();
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}
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G_MoveLoop();
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}
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while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
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if (g_gameUpdateAvgTime < 0.f)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
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}
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gameUpdate = true;
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g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
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if (g_gameUpdateAvgTime < 0.f)
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g_gameUpdateAvgTime = g_gameUpdateTime;
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g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
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G_DoCheats();
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if (g_player[myconnectindex].ps->gm & (MODE_EOL|MODE_RESTART))
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