- 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

@ -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)