Allow stepping through the time delta in multiple passes in snowballs
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09df2d8bef
commit
968e0579fe
3 changed files with 28 additions and 7 deletions
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@ -42,6 +42,14 @@ static bool _SkipAnimationOnce;
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static NLMISC::TTime _TimeMs;
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static CValueSmootherTemplate<float> _FpsSmoother;
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namespace
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{
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NLMISC::TLocalTime a_LocalTimeDelta;
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NL3D::TGlobalAnimationTime a_AnimationTimeDelta;
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} /* anonymous namespace */
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static void cbFpsSmoothing(CConfigFile::CVar &var)
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{
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_FpsSmoother.init((uint)var.asInt());
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@ -53,8 +61,10 @@ void CGameTime::init()
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_TimeMs = NLMISC::CTime::getLocalTime();
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LocalTime = ((TLocalTime)_TimeMs) / 1000.0;
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LocalTimeDelta = 0.0;
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a_LocalTimeDelta = 0.0;
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AnimationTime = 0.0;
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AnimationTimeDelta = 0.f;
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a_AnimationTimeDelta = 0.0;
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FramesPerSecond = 0.f;
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FramesPerSecondSmooth = 0.f;
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CConfiguration::setAndCallback("FpsSmoothing", cbFpsSmoothing);
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@ -78,26 +88,24 @@ void CGameTime::updateTime()
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// average of previous fps and this fps should be ok
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FramesPerSecond *= 3;
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LocalTimeDelta = 0.f;
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AnimationTimeDelta = 0.f;
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a_LocalTimeDelta = 0.f;
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a_AnimationTimeDelta = 0.f;
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}
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else
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{
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FramesPerSecond = 1000.0f / (float)deltams;
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TLocalTime localTime = ((TLocalTime)timems) / 1000.0;
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LocalTimeDelta = localTime - LocalTime;
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LocalTime = localTime;
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a_LocalTimeDelta = localTime - LocalTime;
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if (_SkipAnimationOnce)
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{
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AnimationTimeDelta = 0.f;
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a_AnimationTimeDelta = 0.f;
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_SkipAnimationOnce = false;
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}
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else
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{
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AnimationTimeDelta = (TAnimationTime)LocalTimeDelta;
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AnimationTime += (TGlobalAnimationTime)LocalTimeDelta;
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a_AnimationTimeDelta = (TGlobalAnimationTime)a_LocalTimeDelta;
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}
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}
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@ -105,6 +113,15 @@ void CGameTime::updateTime()
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FramesPerSecondSmooth = _FpsSmoother.getSmoothValue();
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}
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void CGameTime::advanceTime(double f)
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{
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LocalTimeDelta = a_LocalTimeDelta * f;
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LocalTime += LocalTimeDelta;
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TGlobalAnimationTime atd = a_AnimationTimeDelta * f;
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AnimationTimeDelta = (NL3D::TAnimationTime)atd;
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AnimationTime += atd;
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}
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void CGameTime::skipAnimationOnce()
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{
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_SkipAnimationOnce = true;
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@ -40,6 +40,9 @@ public:
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static void updateTime();
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/// Advance time to target time by factor f.
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static void advanceTime(double f);
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/// Used when loading, this will skip changing animation time on the next update
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/// (updates aren't called during loading)
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static void skipAnimationOnce();
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@ -679,6 +679,7 @@ void loopIngame()
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// 02. Update Time (deltas)
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CGameTime::updateTime();
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CGameTime::advanceTime(1.0);
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// 03. Update Input (keyboard controls, etc)
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Driver->EventServer.pump(); // Pump user input messages
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