- 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

@ -751,7 +751,7 @@ static double QuakePower(double factor, double intensity, double offset)
//
//==========================================================================
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor, unsigned int renderTime)
void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor *actor)
{
if (actor == NULL)
{
@ -982,7 +982,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
if (hom == 3)
{
hom = ((renderTime / 128) & 1) + 1;
hom = ((screen->FrameTime / 128) & 1) + 1;
}
if (hom == 1)
{
@ -994,7 +994,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
}
else if (hom == 4)
{
color = (renderTime / 32) & 255;
color = (screen->FrameTime / 32) & 255;
}
else
{