- 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:
parent
e94109f1c3
commit
2c65f08011
24 changed files with 31 additions and 38 deletions
|
|
@ -783,7 +783,7 @@ void GetPackets (void)
|
|||
// [RH] Get "ping" times - totally useless, since it's bound to the frequency
|
||||
// packets go out at.
|
||||
lastrecvtime[netconsole] = currrecvtime[netconsole];
|
||||
currrecvtime[netconsole] = I_MSTime ();
|
||||
currrecvtime[netconsole] = I_FPSTime ();
|
||||
|
||||
// check for exiting the game
|
||||
if (netbuffer[0] & NCMD_EXIT)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue