More big beautiful porting
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12 changed files with 241 additions and 336 deletions
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@ -2145,7 +2145,7 @@ static void CalculateNetStabilityBuffer(int diff)
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//
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// TryRunTics
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//
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void TryRunTics()
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void TryRunTics(int forceRunTics)
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{
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GC::CheckGC();
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@ -2154,23 +2154,28 @@ void TryRunTics()
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ToggleFullscreen = false;
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AddCommandString("toggle vid_fullscreen");
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}
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bool doWait = (cl_capfps || pauseext || (!netgame && r_NoInterpolate && !M_IsAnimated()));
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if (vid_dontdowait && (vid_maxfps > 0 || vid_vsync))
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doWait = false;
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if (!netgame && !AppActive && vid_lowerinbackground)
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doWait = true;
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// Get the full number of tics the client can run.
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if (doWait)
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EnterTic = I_WaitForTic(LastEnterTic);
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else
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EnterTic = I_GetTime();
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const int startCommand = ClientTic;
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int totalTics = EnterTic - LastEnterTic;
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if (totalTics > 1 && singletics)
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totalTics = 1;
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int totalTics = forceRunTics;
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if (totalTics == 0)
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{
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bool doWait = (cl_capfps || pauseext || (!netgame && r_NoInterpolate && !M_IsAnimated()));
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if (vid_dontdowait && (vid_maxfps > 0 || vid_vsync))
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doWait = false;
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if (!netgame && !AppActive && vid_lowerinbackground)
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doWait = true;
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// Get the full number of tics the client can run.
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if (doWait)
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EnterTic = I_WaitForTic(LastEnterTic);
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else
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EnterTic = I_GetTime();
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totalTics = EnterTic - LastEnterTic;
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if (totalTics > 1 && singletics)
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totalTics = 1;
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}
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// Listen for other clients and send out data as needed. This is also
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// needed for singleplayer! But is instead handled entirely through local
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