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- Set frame-time as close to the buffer swap as possible, and calculate smoothratio for Duke/SW as late as possible.
* Micro-optimisation, but was getting a very occasional jitter in Duke 3D that seems to have gone with this.
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0c55c3983c
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4 changed files with 4 additions and 5 deletions
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@ -2724,6 +2724,7 @@ void videoNextPage(void)
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{
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g_beforeSwapTime = I_msTimeF();
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videoShowFrame(0);
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I_SetFrameTime();
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omdtims = mdtims;
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mdtims = I_msTime();
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@ -941,7 +941,6 @@ void app_loop()
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TickSubsystems();
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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I_SetFrameTime();
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handleevents();
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updatePauseStatus();
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@ -353,8 +353,6 @@ bool GameTicker()
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}
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}
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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gameupdatetime.Unclock();
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if (ps[myconnectindex].gm & (MODE_EOL | MODE_RESTART))
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@ -370,6 +368,7 @@ bool GameTicker()
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drawtime.Reset();
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drawtime.Clock();
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S_Update();
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double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
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displayrooms(screenpeek, smoothRatio);
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displayrest(smoothRatio);
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drawtime.Unclock();
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@ -788,11 +788,11 @@ void GameTicker(void)
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MoveTicker();
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}
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smoothratio = I_GetTimeFrac() * MaxSmoothRatio;
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// Get input again to update q16ang/q16horiz.
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if (!PedanticMode)
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getinput(&loc, TRUE);
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smoothratio = I_GetTimeFrac() * MaxSmoothRatio;
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}
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drawscreen(Player + screenpeek, smoothratio);
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