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* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching. * Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster. |
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.. | ||
build | ||
common | ||
core | ||
games | ||
platform | ||
thirdparty | ||
CMakeLists.txt | ||
g_pch.h |