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Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono
git-svn-id: https://svn.eduke32.com/eduke32@7976 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # platform/Windows/build.vcxproj # platform/Windows/build.vcxproj.filters # source/build/src/mdsprite.cpp
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12 changed files with 91 additions and 345 deletions
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@ -92,8 +92,6 @@ static mdmodel_t *mdload(const char *);
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static void mdfree(mdmodel_t *);
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int32_t globalnoeffect=0;
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extern int32_t timerticspersec;
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void freeallmodels()
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{
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int32_t i;
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@ -1010,7 +1008,7 @@ void updateanimation(md2model_t *m, tspriteptr_t tspr, uint8_t lpal)
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fps = smooth->mdsmooth ? Blrintf((1.0f / ((float)tile2model[tile].smoothduration * (1.f / (float)UINT16_MAX))) * 66.f)
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: anim ? anim->fpssc : 1;
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i = (mdtims - sprext->mdanimtims) * ((fps * timerticspersec) / 120);
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i = (mdtims - sprext->mdanimtims) * ((fps * timerGetRate()) / 120);
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j = (smooth->mdsmooth || !anim) ? 65536 : ((anim->endframe + 1 - anim->startframe) << 16);
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@ -1018,7 +1016,7 @@ void updateanimation(md2model_t *m, tspriteptr_t tspr, uint8_t lpal)
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if (i < 0) { i = 0; sprext->mdanimtims = mdtims; }
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//compare with j*2 instead of j to ensure i stays > j-65536 for MDANIM_ONESHOT
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if (anim && (i >= j+j) && (fps) && !mdpause) //Keep mdanimtims close to mdtims to avoid the use of MOD
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sprext->mdanimtims += j/((fps*timerticspersec)/120);
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sprext->mdanimtims += j/((fps*timerGetRate())/120);
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k = i;
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