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- Duke: moved the clock reset to a separate function and deleted the unused lockclock variable.
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parent
d49aedacea
commit
cc04d41903
6 changed files with 10 additions and 18 deletions
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@ -243,6 +243,7 @@ void setinterpolation(int* posptr);
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void stopinterpolation(int* posptr);
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void dointerpolations(int smoothratio);
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int* animateptr(int i);
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void resetGameClock();
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void backuppos(player_struct* p, bool noclipping = false);
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void backuplook(player_struct* p);
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@ -182,7 +182,6 @@ int domovethings()
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// mplpadsave();
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ud.camerasprite = -1;
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lockclock += TICSPERFRAME;
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if (earthquaketime > 0) earthquaketime--;
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if (rtsplaying > 0) rtsplaying--;
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@ -360,14 +359,17 @@ void startmainmenu()
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FX_StopAllSounds();
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}
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void resetGameClock()
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{
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I_ResetTime();
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lastTic = -1;
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gameclock = 0;
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cloudclock = 0;
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}
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static void Startup()
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{
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I_ResetTime();
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lastTic = -1;
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gameclock = 0;
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lockclock = 0;
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resetGameClock();
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ps[myconnectindex].ftq = 0;
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if (userConfig.CommandMap.IsNotEmpty())
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@ -114,8 +114,6 @@ int16_t cyclers[MAXCYCLERS][6];
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int16_t mirrorsector[64];
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int16_t mirrorwall[64];
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int lockclock;
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// Redneck Rampage
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int wupass;
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int chickenplant;
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@ -106,8 +106,6 @@ extern int16_t cyclers[MAXCYCLERS][6];
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extern int16_t mirrorsector[64];
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extern int16_t mirrorwall[64];
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extern int lockclock;
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extern int wupass;
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extern int chickenplant;
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extern int thunderon;
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@ -756,12 +756,8 @@ void prelevel_common(int g)
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void resettimevars(void)
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{
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I_ResetTime();
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lastTic = -1;
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gameclock = 0;
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cloudclock = 0;
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resetGameClock();
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levelTextTime = 85;
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lockclock = 0;
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ready2send = 1;
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if (camsprite >= 0)
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hittype[camsprite].temp_data[0] = 0;
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@ -443,7 +443,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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("mirrorcnt", mirrorcnt)
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.Array("mirrorsector", mirrorsector, mirrorcnt)
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.Array("mirrorwall", mirrorwall, mirrorcnt)
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("lockclock", lockclock)
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("wupass", wupass)
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("chickenplant", chickenplant)
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("thunderon", thunderon)
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@ -482,8 +481,6 @@ void GameInterface::SerializeGameState(FSerializer& arc)
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// Todo: move to backend
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("gameclock", gameclock)
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("lockclock", lockclock)
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.Array("po", po, ud.multimode)
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.EndObject();
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