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- Duke (and Engine): Eliminate use of totalclock for game.
* Breaks every other game except Duke unless/until they get migrated. Done for the purpose of demonstrating PR #244. # Conflicts: # source/build/src/timer.cpp # source/games/duke/src/game.cpp
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8 changed files with 20 additions and 9 deletions
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@ -1286,7 +1286,7 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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globalhoriz = fix16_to_int(qglobalhoriz);
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globalcursectnum = dacursectnum;
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totalclocklock = totalclock;
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totalclocklock = I_GetBuildTime();
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if ((xyaspect != oxyaspect) || (xdimen != oxdimen) || (viewingrange != oviewingrange))
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dosetaspect();
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@ -599,7 +599,7 @@ static 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 * timerGetClockRate()) / 120);
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i = (mdtims - sprext->mdanimtims) * ((fps * 120) / 120);
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j = (smooth->mdsmooth || !anim) ? 65536 : ((anim->endframe + 1 - anim->startframe) << 16);
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@ -607,7 +607,7 @@ static 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*timerGetClockRate())/120);
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sprext->mdanimtims += j/((fps*120)/120);
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k = i;
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@ -48,6 +48,4 @@ void timerUpdateClock(void)
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totalclock += n;
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timerlastsample += n*nanoseconds(1000000000/timerticspersec);
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}
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@ -113,6 +113,20 @@ void InputState::ClearAllInput()
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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TArray<void(*)(void)> callbacks;
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void(*timerSetCallback(void(*callback)(void)))(void)
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{
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callbacks.Push(callback);
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return nullptr;
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}
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//==========================================================================
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//
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//
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@ -145,7 +159,7 @@ int32_t handleevents(void)
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setsizeneeded = false;
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}
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timerUpdateClock();
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for (auto cb : callbacks) cb();
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I_StartFrame();
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I_StartTic();
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@ -60,5 +60,7 @@ public:
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extern InputState inputState;
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void (*timerSetCallback(void (*callback)(void)))(void);
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void CONTROL_GetInput(ControlInfo* info);
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int32_t handleevents(void);
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@ -350,7 +350,6 @@ static void Startup(void)
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SetDispatcher();
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S_InitSound();
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timerInit(TICRATE);
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loadcons();
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fi.initactorflags();
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@ -413,7 +413,6 @@ void GameInterface::RunGameFrame()
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case GS_STARTUP:
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I_ResetTime();
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lastTic = -1;
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totalclock = 0;
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gameclock = 0;
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lockclock = 0;
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@ -758,7 +758,6 @@ void resettimevars(void)
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{
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I_ResetTime();
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lastTic = -1;
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totalclock = 0;
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gameclock = 0;
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cloudtotalclock = 0;
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levelTextTime = 85;
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