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- fixed handling for cl_capfps and cl_nointerpolate to never use any smoothratio value other than 1.0.
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parent
b54e52330c
commit
71dfe7ecfe
6 changed files with 7 additions and 7 deletions
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@ -82,7 +82,7 @@ void CGameMenuItemQAV::Draw(void)
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duration = data->duration;
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}
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auto currentDuration = data->duration - duration;
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auto smoothratio = I_GetTimeFrac(data->ticrate) * MaxSmoothRatio;
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auto smoothratio = !cl_interpolate || cl_capfps? MaxSmoothRatio : I_GetTimeFrac(data->ticrate) * MaxSmoothRatio;
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data->Play(currentDuration - data->ticksPerFrame, currentDuration, -1, NULL);
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@ -308,7 +308,7 @@ void qavProcessTimer(PLAYER* const pPlayer, QAV* const pQAV, int* duration, doub
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{
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// Apply normal values.
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*duration = pQAV->duration - pPlayer->qavTimer;
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*smoothratio = I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
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*smoothratio = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac(pQAV->ticrate) * MaxSmoothRatio;
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}
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}
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else
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@ -549,7 +549,7 @@ void viewDrawScreen(bool sceneonly)
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if (!paused && (!M_Active() || gGameOptions.nGameType != 0))
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{
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gInterpolate = I_GetTimeFrac() * MaxSmoothRatio;
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gInterpolate = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
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}
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else gInterpolate = MaxSmoothRatio;
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pm_smoothratio = (int)gInterpolate;
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@ -128,7 +128,7 @@ void GameInterface::Render()
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drawtime.Reset();
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drawtime.Clock();
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videoSetBrightness(thunder_brightness);
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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double const smoothRatio = !playrunning() || !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
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displayrooms(screenpeek, smoothRatio);
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drawoverlays(smoothRatio);
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drawtime.Unclock();
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@ -217,7 +217,7 @@ void DrawClock()
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double calc_smoothratio()
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{
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if (bRecord || bPlayback || nFreeze != 0 || paused)
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if (bRecord || bPlayback || nFreeze != 0 || paused || cl_capfps || !cl_interpolate)
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return MaxSmoothRatio;
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return I_GetTimeFrac() * MaxSmoothRatio;
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@ -178,7 +178,7 @@ void GameInterface::LoadGameTextures()
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void GameInterface::app_init()
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{
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GameTicRate = 40;
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GameTicRate = TICS_PER_SEC / synctics;
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InitCheats();
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automapping = 1;
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@ -613,7 +613,7 @@ void GameInterface::Render()
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}
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else
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{
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smoothratio = I_GetTimeFrac() * MaxSmoothRatio;
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smoothratio = !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
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}
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drawtime.Reset();
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