- 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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24 changed files with 31 additions and 38 deletions
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@ -870,7 +870,7 @@ void DFrameBuffer::DrawRateStuff ()
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// Draws frame time and cumulative fps
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if (vid_fps)
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{
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uint32_t ms = I_FPSTime();
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uint32_t ms = screen->FrameTime;
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uint32_t howlong = ms - LastMS;
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if ((signed)howlong >= 0)
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{
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