Funny shitpost idea to improve smoothness
You maybe wondering? WHY, answer is yes.
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2 changed files with 13 additions and 0 deletions
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@ -788,6 +788,7 @@ static void D_WipeDraw(boolean menu)
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static double D_EndFrame(precise_t enterprecise, int *frameskip)
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{
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I_UpdateTime(cv_timescale.value);
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// Fully completed frame made.
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precise_t finishprecise = I_GetPreciseTime();
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@ -809,6 +810,7 @@ static double D_EndFrame(precise_t enterprecise, int *frameskip)
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*frameskip = 0;
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}
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I_UpdateTime(cv_timescale.value);
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if (!singletics)
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{
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precise_t elapsed = finishprecise - enterprecise;
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@ -825,6 +827,7 @@ static double D_EndFrame(precise_t enterprecise, int *frameskip)
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}
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}
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I_UpdateTime(cv_timescale.value);
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// Capture the time once more to get the real delta time.
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finishprecise = I_GetPreciseTime();
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deltasecs = (double)((INT64)(finishprecise - enterprecise)) / I_GetPrecisePrecision();
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@ -1019,6 +1022,7 @@ void D_SRB2Loop(void)
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#ifdef HW3SOUND
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HW3S_BeginFrameUpdate();
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#endif
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I_UpdateTime(cv_timescale.value);
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if (realtics > 0 || singletics)
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{
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@ -1027,6 +1031,8 @@ void D_SRB2Loop(void)
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if (realtics > 8)
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realtics = 1;
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I_UpdateTime(cv_timescale.value);
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// process tics (but maybe not if realtic == 0)
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{
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ZoneScopedN("TryRunTics");
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@ -1064,12 +1070,16 @@ void D_SRB2Loop(void)
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renderisnewtic = false;
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}
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I_UpdateTime(cv_timescale.value);
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if (interp)
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{
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renderdeltatics = FLOAT_TO_FIXED(deltatics);
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const boolean lagging = ((deltatics >= 1.0) || hu_stopped);
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I_UpdateTime(cv_timescale.value);
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if (!(paused || P_AutoPause()) && !lagging)
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{
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rendertimefrac = g_time.timefrac;
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@ -1095,6 +1105,8 @@ void D_SRB2Loop(void)
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rendertimefrac_unpaused = FRACUNIT;
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}
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I_UpdateTime(cv_timescale.value);
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if (interp || doDisplay)
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{
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if (!frameskip)
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@ -42,6 +42,7 @@ static double tictimer;
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tic_t I_GetTime(void)
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{
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I_UpdateTime(cv_timescale.value);
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return g_time.time;
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}
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