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- removed setGameClockStart.
This won't be needed anymore.
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5 changed files with 1 additions and 27 deletions
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@ -241,7 +241,6 @@ void setinterpolation(int* posptr);
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void stopinterpolation(int* posptr);
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void dointerpolations(int smoothratio);
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int* animateptr(int i);
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void resetGameClock();
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void backuppos(player_struct* p, bool noclipping = false);
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void backuplook(player_struct* p);
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@ -116,22 +116,8 @@ void GameInterface::Ticker()
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//
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//---------------------------------------------------------------------------
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void resetGameClock()
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{
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I_SetFrameTime();
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setGameClockStart();
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cloudclock = 0;
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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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void GameInterface::Startup()
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{
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resetGameClock();
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ps[myconnectindex].ftq = 0;
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if (userConfig.CommandMap.IsNotEmpty())
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@ -756,7 +756,7 @@ void prelevel_common(int g)
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void resettimevars(void)
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{
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resetGameClock();
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cloudclock = 0;
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ud.levelclock = 0;
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levelTextTime = 85;
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if (camsprite >= 0)
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@ -769,13 +769,6 @@ void GameTicker(void)
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}
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void resetGameClock()
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{
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I_SetFrameTime();
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setGameClockStart();
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ogameclock = gameclock = 0;
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}
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void GameInterface::RunGameFrame()
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{
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// if the menu initiazed a new game or loaded a savegame, switch to play mode.
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@ -785,8 +778,6 @@ void GameInterface::RunGameFrame()
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{
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default:
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case GS_STARTUP:
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resetGameClock();
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if (userConfig.CommandMap.IsNotEmpty())
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{
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}
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@ -43,7 +43,6 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void getinput(InputPacket *, SWBOOL);
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void resetGameClock();
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static uint8_t tempbuf[576], packbuf[576];
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int PlayClock;
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@ -164,7 +163,6 @@ InitTimingVars(void)
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// resettiming();
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totalsynctics = 0;
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resetGameClock();
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randomseed = 17L;
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MoveSkip8 = 2;
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