- 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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parent
e94109f1c3
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2c65f08011
24 changed files with 31 additions and 38 deletions
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@ -779,9 +779,9 @@ void D_Display ()
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{
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unsigned int nowtime = I_FPSTime();
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TexMan.UpdateAnimations(nowtime);
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R_UpdateSky(nowtime);
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screen->FrameTime = I_FPSTime();
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TexMan.UpdateAnimations(screen->FrameTime);
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R_UpdateSky(screen->FrameTime);
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switch (gamestate)
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{
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case GS_FULLCONSOLE:
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@ -808,7 +808,7 @@ void D_Display ()
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// [ZZ] execute event hook that we just started the frame
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//E_RenderFrame();
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//
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Renderer->RenderView(&players[consoleplayer], nowtime);
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Renderer->RenderView(&players[consoleplayer]);
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if ((hw2d = screen->Begin2D(viewactive)))
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{
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