- Blood: Ensure new QAV timer doesn't process while game is paused.

This commit is contained in:
Mitchell Richters 2021-08-23 11:05:08 +10:00
parent 1ee6fd76c4
commit ebdc9c31f2

View file

@ -268,26 +268,34 @@ void qavProcessTicker(QAV* const pQAV, int* duration, int* lastTick)
void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, double* smoothratio, bool const fixedduration)
{
// Process clock based on QAV's ticrate and last tick value.
qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
// Process if not paused.
if (!paused)
{
// Process clock based on QAV's ticrate and last tick value.
qavProcessTicker(pQAV, &pPlayer->qavTimer, &pPlayer->qavLastTick);
if (pPlayer->weaponTimer == 0)
{
// Check if we're playing an idle QAV as per the ticker's weapon timer.
*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
*smoothratio = MaxSmoothRatio;
}
else if (pPlayer->qavTimer == 0)
{
// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
*duration = pQAV->duration - 1;
*smoothratio = MaxSmoothRatio;
if (pPlayer->weaponTimer == 0)
{
// Check if we're playing an idle QAV as per the ticker's weapon timer.
*duration = fixedduration ? pQAV->duration - 1 : I_GetBuildTime() % pQAV->duration;
*smoothratio = MaxSmoothRatio;
}
else if (pPlayer->qavTimer == 0)
{
// If qavTimer is 0, play the last frame uninterpolated. Sometimes the timer can be just ahead of weaponTimer.
*duration = pQAV->duration - 1;
*smoothratio = MaxSmoothRatio;
}
else
{
// Apply normal values.
*duration = pQAV->duration - pPlayer->qavTimer;
*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
}
}
else
{
// Apply normal values.
*duration = pQAV->duration - pPlayer->qavTimer;
*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
*smoothratio = MaxSmoothRatio;
}
}