diff -r 170ffea426a0 -r f9ecab642e25 core/TimerSys.cpp --- a/core/TimerSys.cpp Sun Nov 11 20:59:20 2007 +0000 +++ b/core/TimerSys.cpp Fri Nov 23 05:10:33 2007 +0000 @@ -48,16 +48,16 @@ #endif TimerSystem g_Timers; -float g_fUniversalTime = 0.0f; +double g_fUniversalTime = 0.0f; float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */ -float g_fTimerThink = 0.0f; /* Timer's next think time */ -const float *g_pUniversalTime = &g_fUniversalTime; +double g_fTimerThink = 0.0f; /* Timer's next think time */ +const double *g_pUniversalTime = &g_fUniversalTime; ConVar *mp_timelimit = NULL; int g_TimeLeftMode = 0; ConVar sm_time_adjustment("sm_time_adjustment", "0", 0, "Adjusts the server time in seconds"); -inline float GetSimulatedTime() +inline double GetSimulatedTime() { return g_fUniversalTime; } @@ -159,7 +159,7 @@ * that a drastic jump in time will continue acting normally. Users * may not expect this, but... I think it is the best solution. */ -inline float CalcNextThink(float last, float interval) +inline double CalcNextThink(double last, float interval) { if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY) { @@ -274,7 +274,7 @@ ITimer *pTimer; TimerIter iter; - float curtime = GetSimulatedTime(); + double curtime = GetSimulatedTime(); for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); ) { pTimer = (*iter);