- 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.
This commit is contained in:
Christoph Oelckers 2017-11-13 00:28:43 +01:00
commit 2c65f08011
24 changed files with 31 additions and 38 deletions

View file

@ -744,8 +744,8 @@ bool C_DoKey (event_t *ev, FKeyBindings *binds, FKeyBindings *doublebinds)
dclick = false;
// This used level.time which didn't work outside a level.
nowtime = I_MSTime();
if (doublebinds != NULL && DClickTime[ev->data1] > nowtime && ev->type == EV_KeyDown)
nowtime = I_FPSTime();
if (doublebinds != NULL && int(DClickTime[ev->data1] - nowtime) > 0 && ev->type == EV_KeyDown)
{
// Key pressed for a double click
binding = doublebinds->GetBinding(ev->data1);