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- base the turbo turn timer on the actual level tic rate
This has a threshold that could lead to different behavior, depending on whether synchronized or unsynchronized input is used, it also used an undefined state of gameclock for its calculations. By basing this on the levelclock consistency is ensured.
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1 changed files with 2 additions and 2 deletions
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@ -624,8 +624,8 @@ static void checkCrouchToggle(player_struct* p)
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int getticssincelastupdate()
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int getticssincelastupdate()
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{
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{
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int tics = lastcontroltime == 0 || gameclock < lastcontroltime ? 0 : gameclock - lastcontroltime;
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int tics = lastcontroltime == 0 || ud.levelclock < lastcontroltime ? 0 : ud.levelclock - lastcontroltime;
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lastcontroltime = gameclock;
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lastcontroltime = ud.levelclock;
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return tics;
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return tics;
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}
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}
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