This includes loading a level and busy-waiting for a sound to play.
Also block these loops and the sounds they wait for in network games to avoid problems from longer delays here.
The problem seems to be directly inherited from ZDoom which shows the same issue with screen wipes.
Fixes#297
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.
Fixes#313
For any mainstream platform that is totally irrelevant and besides, in C++20 it will be well defined and all current compilers on the relevant platforms treat it accordingly.
This is not worth deoptimizing the code.
Use constexpr where possible to allow using these function in static initializers.
Avoid dividing by constant values. Better multiply with the inverse which is quite a bit faster.
* Remove bool `PedanticMode`.
* Transition appropriate lines to `cl_syncinput`.
* Remove inlines added purely only to maintain DOS demo compatibility.
* Fix a few pedantic Q16.16 >> Int >> Q16.16 conversions.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
This is because 'classic' aim mode will reset the view if the mouseaim key is not pressed.
The problem with this is that an empty input packet will trigger a view reset. If the meaning is inverted the default aim mode is free mouse view which doesn't try to alter any view state and is therefore preferable for an empty packet.
Fixes#292
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes#288.