- 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.
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parent
3721771934
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259ae41774
25 changed files with 124 additions and 65 deletions
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@ -229,7 +229,7 @@ void FModelRenderer::RenderFrameModels(const FSpriteModelFrame *smf, const FStat
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !(level.flags2 & LEVEL2_FROZEN))
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if (ConsoleState == c_up && menuactive != MENU_On && !level.isFrozen())
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{
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ticFraction = I_GetTimeFrac();
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}
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