1.1 --- a/core/TimerSys.cpp Sun Nov 11 20:59:20 2007 +0000
1.2 +++ b/core/TimerSys.cpp Fri Nov 23 05:10:33 2007 +0000
1.3 @@ -48,16 +48,16 @@
1.4 #endif
1.5
1.6 TimerSystem g_Timers;
1.7 -float g_fUniversalTime = 0.0f;
1.8 +double g_fUniversalTime = 0.0f;
1.9 float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
1.10 -float g_fTimerThink = 0.0f; /* Timer's next think time */
1.11 -const float *g_pUniversalTime = &g_fUniversalTime;
1.12 +double g_fTimerThink = 0.0f; /* Timer's next think time */
1.13 +const double *g_pUniversalTime = &g_fUniversalTime;
1.14 ConVar *mp_timelimit = NULL;
1.15 int g_TimeLeftMode = 0;
1.16
1.17 ConVar sm_time_adjustment("sm_time_adjustment", "0", 0, "Adjusts the server time in seconds");
1.18
1.19 -inline float GetSimulatedTime()
1.20 +inline double GetSimulatedTime()
1.21 {
1.22 return g_fUniversalTime;
1.23 }
1.24 @@ -159,7 +159,7 @@
1.25 * that a drastic jump in time will continue acting normally. Users
1.26 * may not expect this, but... I think it is the best solution.
1.27 */
1.28 -inline float CalcNextThink(float last, float interval)
1.29 +inline double CalcNextThink(double last, float interval)
1.30 {
1.31 if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY)
1.32 {
1.33 @@ -274,7 +274,7 @@
1.34 ITimer *pTimer;
1.35 TimerIter iter;
1.36
1.37 - float curtime = GetSimulatedTime();
1.38 + double curtime = GetSimulatedTime();
1.39 for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
1.40 {
1.41 pTimer = (*iter);