- sanitized the 'frozen level' code.

This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
This commit is contained in:
Christoph Oelckers 2019-01-28 20:15:48 +01:00
commit 259ae41774
25 changed files with 124 additions and 65 deletions

View file

@ -229,7 +229,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
// [BB] To interpolate at more than 35 fps we take tic fractions into account.
float ticFraction = 0.;
// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
if (ConsoleState == c_up && menuactive != MENU_On && !level.isFrozen())
{
ticFraction = I_GetTimeFrac();
}