- Core: Remove legacy smoothratio calculator CalcSmoothRatio().

This commit is contained in:
Mitchell Richters 2020-08-26 09:47:38 +10:00
parent e0aaaf1f60
commit ef728429e0
5 changed files with 0 additions and 60 deletions

View file

@ -97,9 +97,6 @@ int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
int32_t xres = -1, yres = -1, bpp = 0;
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
static int lastototalclk;
static uint64_t elapsedTime;
static uint64_t lastTime;
int gameclock;
int lastTic;
@ -1127,52 +1124,6 @@ void S_SetSoundPaused(int state)
}
}
double CalcSmoothRatio(int totalclk, int ototalclk, int realgameticspersec)
{
double ratio, result;
if (cl_debugintrpl)
{
Printf("ototalclk: %d\ntotalclk: %d\n", ototalclk, totalclk);
}
if (!cl_legacyintrpl)
{
double const gametics = 1'000'000'000. / realgameticspersec;
uint64_t currentTime = I_GetTimeNS();
if ((lastototalclk == ototalclk) && (lastTime != 0))
{
elapsedTime += currentTime - lastTime;
}
else
{
lastototalclk = ototalclk;
elapsedTime = lastTime != 0 ? (currentTime - lastTime) / 72 : 0;
}
lastTime = currentTime;
ratio = elapsedTime / gametics;
if (cl_debugintrpl)
{
Printf("gametics: %.3f ms\nelapsedTime: %.3f ms\n", (gametics / 1'000'000.), (elapsedTime / 1'000'000.));
}
}
else
{
ratio = (0.5 + (totalclk - ototalclk)) / (120 / realgameticspersec);
}
result = clamp2(ratio * MaxSmoothRatio, 0., MaxSmoothRatio);
if (cl_debugintrpl)
{
Printf("ratio: %f\nresult: %f\n", ratio, result);
}
return result;
}
FString G_GetDemoPath()
{
FString path = M_GetDemoPath();

View file

@ -192,7 +192,6 @@ void S_ResumeSound(bool notsfx);
void S_SetSoundPaused(int state);
void G_FatalEngineError(void);
double CalcSmoothRatio(int totalclk, int ototalclk, int realgameticspersec);
enum
{
MaxSmoothRatio = FRACUNIT

View file

@ -91,8 +91,6 @@ CVARD(Bool, cl_slopetilting, false, CVAR_ARCHIVE, "enable/disable slope tilting"
CVARD(Int, cl_showweapon, 1, CVAR_ARCHIVE, "enable/disable show weapons") // only implemented in Blood
CVARD(Bool, cl_sointerpolation, true, CVAR_ARCHIVE, "enable/disable sector object interpolation") // only implemented in SW
CVARD(Bool, cl_syncinput, false, CVAR_ARCHIVE, "enable/disable synchronized input with game's ticrate") // only implemented in SW
CVARD(Bool, cl_debugintrpl, false, CVAR_NOSAVE, "print information regarding calculated smoothratio for interpolation")
CVARD(Bool, cl_legacyintrpl, false, CVAR_ARCHIVE, "perform legacy interpolation calculations")
CUSTOM_CVARD(Int, cl_crosshairscale, 50, CVAR_ARCHIVE, "changes the size of the crosshair")
{
if (self < 1) self = 1;

View file

@ -25,8 +25,6 @@ EXTERN_CVAR(Int, cl_weaponswitch)
EXTERN_CVAR(Int, cl_crosshairscale)
EXTERN_CVAR(Bool, cl_sointerpolation)
EXTERN_CVAR(Bool, cl_syncinput)
EXTERN_CVAR(Bool, cl_debugintrpl)
EXTERN_CVAR(Bool, cl_legacyintrpl)
EXTERN_CVAR(Bool, demorec_seeds_cvar)
EXTERN_CVAR(Bool, demoplay_diffs)

View file

@ -169,12 +169,6 @@ inline bool playrunning()
return (paused == 0 || (paused == 1 && (ud.recstat == 2 || ud.multimode > 1)));
}
inline double calc_smoothratio(int totalclk, int ototalclk)
{
double smoothratio = CalcSmoothRatio(totalclk, ototalclk, REALGAMETICSPERSEC);
return (playrunning() ? smoothratio : MaxSmoothRatio);
}
inline void backupplayer(player_struct* p)
{
backuppos(p);