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- directly cast steady_clock::now()
to nanoseconds instead of microseconds then multiplying by 1000.
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2 changed files with 1 additions and 4 deletions
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@ -48,12 +48,10 @@ static uint64_t CurrentFrameStartTime;
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static uint64_t FreezeTime;
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int GameTicRate = 35; // make sure it is not 0, even if the client doesn't set it.
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double TimeScale = 1.0;
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static uint64_t GetClockTimeNS()
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{
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using namespace std::chrono;
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return (uint64_t)((duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count()) * (uint64_t)(TimeScale * 1000));
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return (uint64_t)(duration_cast<nanoseconds>(steady_clock::now().time_since_epoch()).count());
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}
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static uint64_t MSToNS(unsigned int ms)
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@ -3,7 +3,6 @@
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#include <stdint.h>
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extern int GameTicRate;
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extern double TimeScale;
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// Called by D_DoomLoop, sets the time for the current frame
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void I_SetFrameTime();
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