Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20100814
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--------
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main/game.c: Tidy up for EVENT_IDLE case in game_handler, hopefully fixing obscure 'optimise threads' bug
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20100811
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--------
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main/laser.c: The inital vector scaling to compensate previous frame-skipped tracking was not aligned to FrameTime. Removed that code and just divided homer_turn_base values to compensate this offset properly. Thanks to zif for hinting me to that; Added comment about the how and why of the homing missile scaling issue
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24
main/game.c
24
main/game.c
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@ -1205,26 +1205,8 @@ int game_handler(window *wind, d_event *event, void *data)
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case EVENT_MOUSE_BUTTON_UP:
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case EVENT_MOUSE_BUTTON_DOWN:
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case EVENT_KEY_COMMAND:
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case EVENT_IDLE: // EVENT_IDLE will be removed once all input events are in place
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return ReadControls(event);
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break;
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case EVENT_IDLE:
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// GAME LOOP!
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Config_menu_flag = 0;
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ReadControls(event); // will be removed from here once all input events are in place
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if (window_get_front() != wind)
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break;
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if (Config_menu_flag) {
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do_options_menu();
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}
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if (!Game_wind)
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break;
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return 0;
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break;
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case EVENT_WINDOW_DRAW:
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if (!time_paused)
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@ -1264,7 +1246,6 @@ int game_handler(window *wind, d_event *event, void *data)
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show_menus();
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Game_wind = NULL;
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mouse_toggle_cursor(1);
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return 0; // continue closing
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break;
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case EVENT_WINDOW_CLOSED:
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@ -1272,11 +1253,10 @@ int game_handler(window *wind, d_event *event, void *data)
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break;
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default:
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return 0;
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break;
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}
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return 1;
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return 0;
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}
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// Initialise game, actually runs in main event loop
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