Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level

This commit is contained in:
zicodxx 2010-06-14 21:59:41 +00:00
parent 4678e1e815
commit c6bb443c63
3 changed files with 6 additions and 4 deletions

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@ -1,5 +1,9 @@
D1X-Rebirth Changelog
20100615
--------
main/game.c, main/gameseq.c: Resetting GameTime, Next/Last_flare/laser/missile_time in reset_time() together so GameTime-rollover-fallbacks will not create a massive delay when starting a new level
20100614
--------
include/args.h, include/physfsx.h, main/newmenu.h, main/inferno.c, main/menu.c, main/songs.c, main/songs.h, main/config.c, main/config.h, main/gameseq.c, main/digiobj.c, main/digi.h, main/game.c, main/gamecntl.c, misc/args.c, d1x.ini, arch/sdl/digi_mixer.c, arch/sdl/digi_mixer_music.c, arch/sdl/init.c, arch/sdl/jukebox.c, arch/sdl/digi.c, arch/sdl/digi_audio.c, arch/include/digi_audio.h, arch/include/digi_mixer.h, arch/include/digi_mixer_music.h, arch/include/jukebox.h: Increased SDL_mixer music abilities to play non-hmp from HOGs, having Level-music path to play, options to specify non-level tracks and added various playing order methods; Abstracted SDL_mixer- and Redbook-interfaces; Simplified program flow through all music functions

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@ -145,6 +145,7 @@ int Game_turbo_mode = 0;
int Game_mode = GM_GAME_OVER;
int Global_laser_firing_count = 0;
int Global_missile_firing_count = 0;
fix Next_flare_fire_time = 0;
// Function prototypes for GAME.C exclusively.
@ -443,6 +444,7 @@ void FixedStepCalc()
void reset_time()
{
GameTime = Next_flare_fire_time = Last_laser_fired_time = Next_laser_fire_time = Next_missile_fire_time = 0;
last_timer_value = timer_get_fixed_seconds();
}
@ -698,8 +700,6 @@ int allowed_to_fire_laser(void)
return 1;
}
fix Next_flare_fire_time = 0;
int allowed_to_fire_flare(void)
{
if (Next_flare_fire_time > GameTime)

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@ -1262,8 +1262,6 @@ void StartNewLevel(int level_num)
{
hide_menus();
GameTime = FrameTime;
load_custom_data(get_level_file(level_num));
if (!(Game_mode & GM_MULTI)) {