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https://github.com/ZDoom/raze-gles.git
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- moved the main event processing functions into the global main loop.
Now, with all the Build timer stuff removed these calls were all identical between games.
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9 changed files with 37 additions and 56 deletions
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@ -890,19 +890,15 @@ static void commonTicker()
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void GameInterface::RunGameFrame()
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{
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if (gamestate == GS_STARTUP) gameInit();
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commonTicker();
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netGetPackets();
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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ctrlGetInput();
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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gameInit();
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if (userConfig.CommandMap.IsNotEmpty())
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{
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}
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@ -905,6 +905,31 @@ void TickSubsystems()
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if (cnt == 5) nexttick = nowtick + tickInterval;
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}
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static void updatePauseStatus()
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{
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if (M_Active() || System_WantGuiCapture())
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{
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paused = 1;
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}
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else if (!M_Active() || !System_WantGuiCapture())
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{
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if (!pausedWithKey)
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{
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paused = 0;
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}
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if (sendPause)
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{
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sendPause = false;
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paused = pausedWithKey ? 0 : 2;
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pausedWithKey = !!paused;
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}
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}
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paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
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}
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void app_loop()
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{
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gamestate = GS_STARTUP;
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@ -918,6 +943,10 @@ void app_loop()
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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I_SetFrameTime();
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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gi->RunGameFrame();
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// Draw overlay elements to the 2D drawer
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@ -1182,30 +1211,6 @@ bool CheckCheatmode(bool printmsg)
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return gi->CheatAllowed(printmsg);
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}
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void updatePauseStatus()
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{
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if (M_Active() || System_WantGuiCapture())
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{
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paused = 1;
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}
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else if (!M_Active() || !System_WantGuiCapture())
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{
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if (!pausedWithKey)
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{
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paused = 0;
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}
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if (sendPause)
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{
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sendPause = false;
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paused = pausedWithKey ? 0 : 2;
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pausedWithKey = !!paused;
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}
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}
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paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
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}
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bool OkForLocalization(FTextureID texnum, const char* substitute)
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{
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return false;
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@ -205,8 +205,6 @@ enum
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PAUSESFX_CONSOLE = 2
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};
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void updatePauseStatus();
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void updatePauseStatus(bool state, bool multiplayer);
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extern int paused;
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extern int chatmodeon;
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@ -201,12 +201,6 @@ void ShutDown(void)
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//UnInitFX();
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}
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void HandleAsync()
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{
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handleevents();
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}
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static bool HollyCheat(cheatseq_t* c)
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{
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// Do the closest thing to this cheat that's available.
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@ -76,10 +76,6 @@ enum GameFunction_t
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#define kTimerTicks 120
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#ifdef __WATCOMC__
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void handleevents();
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#endif
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enum basepal_t {
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BASEPAL = 0,
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ANIMPAL,
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@ -127,7 +123,6 @@ void StatusMessage(int messageTime, const char *fmt, ...);
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int DoSpiritHead();
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void HandleAsync();
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void CheckKeys();
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void CheckKeys2();
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void GameTicker();
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@ -45,6 +45,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "c_console.h"
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#include "cheathandler.h"
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#include "statistics.h"
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#include "g_input.h"
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#include "core/menu/menu.h"
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BEGIN_PS_NS
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@ -83,7 +84,11 @@ static int FinishLevel(TArray<JobDesc> &jobs)
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// There's really no choice but to enter an active wait loop here to make the sound play out.
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PlayLocalSound(StaticSound[59], 0, true, CHANF_UI);
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int nTicks = gameclock + 12;
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while (nTicks > gameclock) { HandleAsync(); }
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while (nTicks > gameclock)
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{
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I_GetEvent();
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soundEngine->UpdateSounds(I_GetTime());
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}
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}
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}
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else nPlayerLives[0] = 0;
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@ -263,9 +268,6 @@ void GameInterface::RunGameFrame()
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again:
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try
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{
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HandleAsync();
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updatePauseStatus();
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D_ProcessEvents();
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CheckProgression();
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switch (gamestate)
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{
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@ -159,9 +159,7 @@ void PlayerInterruptKeys()
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if (paused)
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return;
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D_ProcessEvents();
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localInput = {};
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localInput = {};
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PlayerInput input {};
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if (PlayerList[nLocalPlayer].nHealth == 0)
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@ -399,9 +399,6 @@ void startmainmenu()
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void GameInterface::RunGameFrame()
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{
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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switch (gamestate)
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{
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default:
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@ -812,10 +812,6 @@ void GameInterface::RunGameFrame()
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{
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// if the menu initiazed a new game or loaded a savegame, switch to play mode.
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if (SavegameLoaded || NextLevel) gamestate = GS_LEVEL;
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handleevents();
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updatePauseStatus();
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D_ProcessEvents();
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DoUpdateSounds();
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switch (gamestate)
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{
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