1.1 --- a/core/sourcemod.cpp Tue Sep 11 15:10:18 2007 +0000
1.2 +++ b/core/sourcemod.cpp Tue Sep 11 18:02:59 2007 +0000
1.3 @@ -71,8 +71,6 @@
1.4 IForward *g_pOnGameFrame = NULL;
1.5 IForward *g_pOnMapEnd = NULL;
1.6 bool g_Loaded = false;
1.7 -int g_StillFrames = 0;
1.8 -float g_StillTime = 0.0f;
1.9 IExtension *g_pGameExt = NULL;
1.10
1.11 typedef int (*GIVEENGINEPOINTER)(ISourcePawnEngine *);
1.12 @@ -335,10 +333,6 @@
1.13 g_LastTime = 0.0f;
1.14 g_LastMenuTime = 0.0f;
1.15 g_LastAuthCheck = 0.0f;
1.16 - g_SimTicks.ticking = true;
1.17 - g_SimTicks.tickcount = 0;
1.18 - g_StillTime = 0.0f;
1.19 - g_StillFrames = 0;
1.20
1.21 /* Notify! */
1.22 SMGlobalClass *pBase = SMGlobalClass::head;
1.23 @@ -375,27 +369,6 @@
1.24 RETURN_META_VALUE(MRES_IGNORED, true);
1.25 }
1.26
1.27 -void StartTickSimulation()
1.28 -{
1.29 - g_SimTicks.ticking = false;
1.30 - g_SimTicks.tickcount = 0;
1.31 - g_SimTicks.ticktime = gpGlobals->curtime;
1.32 -}
1.33 -
1.34 -void StopTickSimulation()
1.35 -{
1.36 - g_SimTicks.ticking = true;
1.37 - g_Timers.MapChange(false);
1.38 - g_StillFrames = 0;
1.39 - g_LastTime = gpGlobals->curtime;
1.40 -}
1.41 -
1.42 -void SimulateTick()
1.43 -{
1.44 - g_SimTicks.tickcount++;
1.45 - g_SimTicks.ticktime = g_StillTime + (g_SimTicks.tickcount * gpGlobals->interval_per_tick);
1.46 -}
1.47 -
1.48 void SourceModBase::GameFrame(bool simulating)
1.49 {
1.50 g_DBMan.RunFrame();
1.51 @@ -405,46 +378,7 @@
1.52 * Note: This is all hardcoded rather than delegated to save
1.53 * precious CPU cycles.
1.54 */
1.55 - float curtime = gpGlobals->curtime;
1.56 - int framecount = gpGlobals->framecount;
1.57 -
1.58 - /* Verify that we're still ticking */
1.59 - if (g_SimTicks.ticking)
1.60 - {
1.61 - if (g_StillFrames == 0)
1.62 - {
1.63 - g_StillFrames = framecount;
1.64 - g_StillTime = curtime;
1.65 - } else {
1.66 - /* Try to detect when we've stopped ticking.
1.67 - * We do this once 10 frames pass and there have been no ticks.
1.68 - */
1.69 - if (g_StillTime == curtime)
1.70 - {
1.71 - if (framecount - g_StillFrames >= 5)
1.72 - {
1.73 - StartTickSimulation();
1.74 - return;
1.75 - }
1.76 - } else {
1.77 - /* We're definitely ticking we get here,
1.78 - * but update everything as a precaution */
1.79 - g_StillFrames = framecount;
1.80 - g_StillTime = curtime;
1.81 - }
1.82 - }
1.83 - } else {
1.84 - /* We need to make sure we should still be simulating. */
1.85 - if (g_StillTime != curtime)
1.86 - {
1.87 - /* Wow, we're ticking again! It's time to revert. */
1.88 - StopTickSimulation();
1.89 - return;
1.90 - }
1.91 - /* Nope, not ticking. Simulate! */
1.92 - SimulateTick();
1.93 - curtime = g_SimTicks.ticktime;
1.94 - }
1.95 + float curtime = engine->Time();
1.96
1.97 if (curtime - g_LastTime >= 0.1f)
1.98 {
1.99 @@ -459,7 +393,7 @@
1.100 g_LastTime = curtime;
1.101 }
1.102
1.103 - if (g_SimTicks.ticking && curtime - g_LastMenuTime >= 1.0f)
1.104 + if (gpGlobals->curtime - g_LastMenuTime >= 1.0f)
1.105 {
1.106 g_ValveMenuStyle.ProcessWatchList();
1.107 g_RadioMenuStyle.ProcessWatchList();