- more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it. * replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
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24 changed files with 31 additions and 38 deletions
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@ -744,8 +744,8 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
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dclick = false;
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// This used level.time which didn't work outside a level.
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nowtime = I_MSTime();
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if (doublebinds != NULL && DClickTime[ev->data1] > nowtime && ev->type == EV_KeyDown)
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nowtime = I_FPSTime();
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if (doublebinds != NULL && int(DClickTime[ev->data1] - nowtime) > 0 && ev->type == EV_KeyDown)
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{
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// Key pressed for a double click
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binding = doublebinds->GetBinding(ev->data1);
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