/* ================== CL_SendCommand ================== */ void CL_SendCommand( void ) { // send intentions now CL_SendCmd (); // resend a connection request if necessary CL_CheckForResend (); }
void CL_SendCommand(void) { /* update windowed_mouse cvar */ CL_UpdateWindowedMouse(); /* get new key events */ Sys_SendKeyEvents(); /* process console commands */ Cbuf_Execute(); /* fix any cheating cvars */ CL_FixCvarCheats(); /* send intentions now */ CL_SendCmd(); /* resend a connection request if necessary */ CL_CheckForResend(); }
/* ================== Host_Frame Runs all active servers ================== */ void _Host_Frame(float time) { /* something bad happened, or the server disconnected */ if (setjmp(host_abort)) return; /* keep the random time dependent */ rand(); /* * Decide the simulation time. Don't run too fast, or packets will flood * out. */ if (!Host_FilterTime(time)) return; /* get new key events */ Sys_SendKeyEvents(); /* allow mice or other external controllers to add commands */ IN_Commands(); /* process console commands */ Cbuf_Execute(); NET_Poll(); /* if running the server locally, make intentions now */ if (sv.active) CL_SendCmd(); //------------------- // // server operations // //------------------- /* check for commands typed to the host */ Host_GetConsoleCommands(); if (sv.active) Host_ServerFrame(); //------------------- // // client operations // //------------------- /* * if running the server remotely, send intentions now after the incoming * messages have been read */ if (!sv.active) CL_SendCmd(); host_time += host_frametime; /* fetch results from server */ if (cls.state >= ca_connected) CL_ReadFromServer(); SCR_UpdateScreen(); CL_RunParticles(); host_framecount++; fps_count++; }
/* ================== Host_Frame Runs all active servers ================== */ void _Host_Frame (float time) { static double time1 = 0; static double time2 = 0; static double time3 = 0; int pass1, pass2, pass3; if (setjmp (host_abortserver) ) return; // something bad happened, or the server disconnected // keep the random time dependent rand (); // decide the simulation time if (!Host_FilterTime (time)) return; // don't run too fast, or packets will flood out // get new key events Sys_SendKeyEvents (); // allow mice or other external controllers to add commands IN_Commands (); // process console commands Cbuf_Execute (); NET_Poll(); // if running the server locally, make intentions now if (sv.active) CL_SendCmd (); //------------------- // // server operations // //------------------- // check for commands typed to the host Host_GetConsoleCommands (); if (sv.active) Host_ServerFrame (); //------------------- // // client operations // //------------------- // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) CL_SendCmd (); host_time += host_frametime; // fetch results from server if (cls.state == ca_connected) { CL_ReadFromServer (); } // update video if (host_speeds.value) time1 = Sys_FloatTime (); SCR_UpdateScreen (); if (host_speeds.value) time2 = Sys_FloatTime (); // update audio if (cls.signon == SIGNONS) { S_Update (r_origin, vpn, vright, vup); CL_DecayLights (); } else S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin); // jkrige - fmod sound system (music) //CDAudio_Update(); FMOD_MusicUpdate(); // jkrige - fmod sound system (music) if (host_speeds.value) { pass1 = (time1 - time3)*1000; time3 = Sys_FloatTime (); pass2 = (time2 - time1)*1000; pass3 = (time3 - time2)*1000; Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } host_framecount++; fps_count++; // jkrige - fps counter }
void CL_Frame ( int msec,float fractionMsec ) { if ( !com_cl_running->integer ) { return; } // load the ref / cgame if needed CL_StartHunkUsers(); #if defined (_XBOX)// && !defined(_DEBUG) // Play the intro movies once static bool firstRun = true; if(firstRun) { // SP_DoLicense(); SP_DisplayLogos(); } #endif #if defined (_XBOX) //xbox doesn't load ui in StartHunkUsers, so check it here // load ui if needed if ( !cls.uiStarted && cls.state != CA_CINEMATIC) { cls.uiStarted = qtrue; SCR_StopCinematic(); CL_InitUI(); } #endif if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI ) && !com_sv_running->integer ) { // if disconnected, bring up the menu if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics { #ifdef _XBOX if (firstRun) { UI_SetActiveMenu("splashMenu", NULL); } else #endif UI_SetActiveMenu( "mainMenu",NULL ); } } #ifdef _XBOX firstRun = false; #endif // if recording an avi, lock to a fixed fps if ( cl_avidemo->integer ) { // save the current screen if ( cls.state == CA_ACTIVE ) { if (cl_avidemo->integer > 0) { Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" ); } else { Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" ); } } // fixed time for next frame if (cl_avidemo->integer > 0) { msec = 1000 / cl_avidemo->integer; } else { msec = 1000 / -cl_avidemo->integer; } } // save the msec before checking pause cls.realFrametime = msec; // decide the simulation time cls.frametime = msec; if(cl_framerate->integer) { avgFrametime+=msec; char mess[256]; if(!(frameCount&0x1f)) { sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f))); // OutputDebugString(mess); Com_Printf(mess); avgFrametime=0.0f; } frameCount++; } cls.frametimeFraction=fractionMsec; cls.realtime += msec; cls.realtimeFraction+=fractionMsec; if (cls.realtimeFraction>=1.0f) { if (cl_newClock&&cl_newClock->integer) { cls.realtime++; } cls.realtimeFraction-=1.0f; } #ifndef _XBOX if ( cl_timegraph->integer ) { SCR_DebugGraph ( cls.realFrametime * 0.25, 0 ); } #endif #ifdef _XBOX //Check on the hot swappable button states. CL_UpdateHotSwap(); #endif // see if we need to update any userinfo CL_CheckUserinfo(); // if we haven't gotten a packet in a long time, // drop the connection CL_CheckTimeout(); // send intentions now CL_SendCmd(); // resend a connection request if necessary CL_CheckForResend(); // decide on the serverTime to render CL_SetCGameTime(); if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots int i = 1; int pref = cl_pano->integer; int oldnoprint = cl_noprint->integer; Con_Close(); cl_noprint->integer = 1; //hide the screen shot msgs for (; i <= cl_panoNumShots->integer; i++) { Cvar_SetValue( "pano", i ); SCR_UpdateScreen();// update the screen Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen } Cvar_SetValue( "pano", 0 ); //done cl_noprint->integer = oldnoprint; } if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) { if (cl_skippingcin->modified){ S_StopSounds(); //kill em all but music cl_skippingcin->modified=qfalse; Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING")); SCR_UpdateScreen(); } } else { // update the screen SCR_UpdateScreen(); #if defined(_XBOX) && !defined(FINAL_BUILD) if (D3DPERF_QueryRepeatFrame()) SCR_UpdateScreen(); #endif } // update audio S_Update(); #ifdef _IMMERSION FF_Update(); #endif // _IMMERSION // advance local effects for next frame SCR_RunCinematic(); Con_RunConsole(); cls.framecount++; }
void G_Ticker (void) { int buf; gamestate_t oldgamestate; size_t i; // Run client tics; CL_RunTics (); // do player reborns if needed if(serverside) for (i = 0; i < players.size(); i++) if (players[i].ingame() && players[i].playerstate == PST_REBORN) G_DoReborn (players[i]); // do things to change the game state oldgamestate = gamestate; while (gameaction != ga_nothing) { switch (gameaction) { case ga_loadlevel: G_DoLoadLevel (-1); break; case ga_newgame: G_DoNewGame (); break; case ga_loadgame: gameaction = ga_nothing; break; case ga_savegame: gameaction = ga_nothing; break; case ga_playdemo: G_DoPlayDemo (); break; case ga_completed: G_DoCompleted (); break; case ga_victory: gameaction = ga_nothing; break; case ga_worlddone: G_DoWorldDone (); break; case ga_screenshot: I_ScreenShot(shotfile.c_str()); gameaction = ga_nothing; break; case ga_fullconsole: C_FullConsole (); gameaction = ga_nothing; break; case ga_nothing: break; } C_AdjustBottom (); } // get commands buf = gametic%BACKUPTICS; memcpy (&consoleplayer().cmd, &consoleplayer().netcmds[buf], sizeof(ticcmd_t)); static int realrate = 0; int packet_size; if (demoplayback) G_ReadDemoTiccmd(); // play all player commands if (demorecording) G_WriteDemoTiccmd(); // read in all player commands if (connected) { while ((packet_size = NET_GetPacket()) ) { // denis - don't accept candy from strangers if(!NET_CompareAdr(serveraddr, net_from)) break; realrate += packet_size; last_received = gametic; noservermsgs = false; CL_ReadPacketHeader(); CL_ParseCommands(); if (gameaction == ga_fullconsole) // Host_EndGame was called return; } if (!(gametic%TICRATE)) { netin = realrate; realrate = 0; } if (!noservermsgs) CL_SendCmd(); // send console commands to the server CL_SaveCmd(); // save console commands if (!(gametic%TICRATE)) { netout = outrate; outrate = 0; } if (gametic - last_received > 65) noservermsgs = true; } else if (NET_GetPacket() ) { // denis - don't accept candy from strangers if((gamestate == GS_DOWNLOAD || gamestate == GS_CONNECTING) && NET_CompareAdr(serveraddr, net_from)) { int type = MSG_ReadLong(); if(type == CHALLENGE) { CL_PrepareConnect(); } else if(type == 0) { if (!CL_Connect()) memset (&serveraddr, 0, sizeof(serveraddr)); connecttimeout = 0; } else { // we are already connected to this server, quit first MSG_WriteMarker(&net_buffer, clc_disconnect); NET_SendPacket(net_buffer, serveraddr); } } } // check for special buttons if(serverside && consoleplayer().ingame()) { player_t &player = consoleplayer(); if (player.cmd.ucmd.buttons & BT_SPECIAL) { switch (player.cmd.ucmd.buttons & BT_SPECIALMASK) { case BTS_PAUSE: paused ^= 1; if (paused) S_PauseSound (); else S_ResumeSound (); break; case BTS_SAVEGAME: if (!savedescription[0]) strcpy (savedescription, "NET GAME"); savegameslot = (player.cmd.ucmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT; gameaction = ga_savegame; break; } } }
void CL_Frame(int packetdelta, int renderdelta, int timedelta, qboolean packetframe, qboolean renderframe) { static int lasttimecalled; // Dedicated? if (dedicated->value) { return; } // Calculate simulation time. cls.nframetime = packetdelta / 1000000.0f; cls.rframetime = renderdelta / 1000000.0f; cls.realtime = curtime; cl.time += timedelta / 1000; // Don't extrapolate too far ahead. if (cls.nframetime > 0.5f) { cls.nframetime = 0.5f; } if (cls.rframetime > 0.5f) { cls.rframetime = 0.5f; } // if in the debugger last frame, don't timeout. if (timedelta > 5000000) { cls.netchan.last_received = Sys_Milliseconds(); } // Reset power shield / power screen sound counter. num_power_sounds = 0; if (!cl_timedemo->value) { // Don't throttle too much when connecting / loading. if ((cls.state == ca_connected) && (packetdelta > 100000)) { packetframe = true; } } // Run HTTP downloads more often while connecting. #ifdef USE_CURL if (cls.state == ca_connected) { CL_RunHTTPDownloads(); } #endif // Update input stuff. if (packetframe || renderframe) { CL_ReadPackets(); CL_UpdateWindowedMouse(); IN_Update(); Cbuf_Execute(); CL_FixCvarCheats(); if (cls.state > ca_connecting) { CL_RefreshCmd(); } else { CL_RefreshMove(); } } if (cls.forcePacket || userinfo_modified) { packetframe = true; cls.forcePacket = false; } if (packetframe) { CL_SendCmd(); CL_CheckForResend(); // Run HTTP downloads during game. #ifdef USE_CURL CL_RunHTTPDownloads(); #endif } if (renderframe) { VID_CheckChanges(); CL_PredictMovement(); if (!cl.refresh_prepped && (cls.state == ca_active)) { CL_PrepRefresh(); } /* update the screen */ if (host_speeds->value) { time_before_ref = Sys_Milliseconds(); } SCR_UpdateScreen(); if (host_speeds->value) { time_after_ref = Sys_Milliseconds(); } /* update audio */ S_Update(cl.refdef.vieworg, cl.v_forward, cl.v_right, cl.v_up); /* advance local effects for next frame */ CL_RunDLights(); CL_RunLightStyles(); SCR_RunCinematic(); SCR_RunConsole(); /* Update framecounter */ cls.framecount++; if (log_stats->value) { if (cls.state == ca_active) { if (!lasttimecalled) { lasttimecalled = Sys_Milliseconds(); if (log_stats_file) { fprintf(log_stats_file, "0\n"); } } else { int now = Sys_Milliseconds(); if (log_stats_file) { fprintf(log_stats_file, "%d\n", now - lasttimecalled); } lasttimecalled = now; } } } } }
void CL_Frame ( int msec,float fractionMsec ) { if ( !com_cl_running->integer ) { return; } // load the ref / cgame if needed CL_StartHunkUsers(); if ( cls.state == CA_DISCONNECTED && !( Key_GetCatcher( ) & KEYCATCH_UI ) && !com_sv_running->integer ) { // if disconnected, bring up the menu if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics { UI_SetActiveMenu( "mainMenu",NULL ); } } // if recording an avi, lock to a fixed fps if ( cl_avidemo->integer ) { // save the current screen if ( cls.state == CA_ACTIVE ) { if (cl_avidemo->integer > 0) { Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" ); } else { Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" ); } } // fixed time for next frame if (cl_avidemo->integer > 0) { msec = 1000 / cl_avidemo->integer; } else { msec = 1000 / -cl_avidemo->integer; } } // save the msec before checking pause cls.realFrametime = msec; // decide the simulation time cls.frametime = msec; if(cl_framerate->integer) { avgFrametime+=msec; char mess[256]; if(!(frameCount&0x1f)) { sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f))); // OutputDebugString(mess); Com_Printf(mess); avgFrametime=0.0f; } frameCount++; } cls.frametimeFraction=fractionMsec; cls.realtime += msec; cls.realtimeFraction+=fractionMsec; if (cls.realtimeFraction>=1.0f) { if (cl_newClock&&cl_newClock->integer) { cls.realtime++; } cls.realtimeFraction-=1.0f; } if ( cl_timegraph->integer ) { SCR_DebugGraph ( cls.realFrametime * 0.25, 0 ); } // see if we need to update any userinfo CL_CheckUserinfo(); // if we haven't gotten a packet in a long time, // drop the connection CL_CheckTimeout(); // send intentions now CL_SendCmd(); // resend a connection request if necessary CL_CheckForResend(); // decide on the serverTime to render CL_SetCGameTime(); if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots int i = 1; int pref = cl_pano->integer; int oldnoprint = cl_noprint->integer; Con_Close(); cl_noprint->integer = 1; //hide the screen shot msgs for (; i <= cl_panoNumShots->integer; i++) { Cvar_SetValue( "pano", i ); SCR_UpdateScreen();// update the screen Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen } Cvar_SetValue( "pano", 0 ); //done cl_noprint->integer = oldnoprint; } if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) { if (cl_skippingcin->modified){ S_StopSounds(); //kill em all but music cl_skippingcin->modified=qfalse; Com_Printf (S_COLOR_YELLOW "%s", SE_GetString("CON_TEXT_SKIPPING")); SCR_UpdateScreen(); } } else { // update the screen SCR_UpdateScreen(); } // update audio S_Update(); // advance local effects for next frame SCR_RunCinematic(); Con_RunConsole(); cls.framecount++; }
void CL_Frame ( int msec,float fractionMsec ) { checkAutoSave(); //saves the game immediately after starting a level if ( !com_cl_running->integer ) { return; } // load the ref / cgame if needed CL_StartHunkUsers(); #if defined (_XBOX)// && !defined(_DEBUG) // Play the intro movies once extern bool Sys_QuickStart( void ); static bool firstRun = true; if(firstRun) { // SP_DoLicense(); SP_DisplayLogos(); } #endif #if defined (_XBOX) //xbox doesn't load ui in StartHunkUsers, so check it here // load ui if needed if ( !cls.uiStarted && cls.state != CA_CINEMATIC) { cls.uiStarted = qtrue; SCR_StopCinematic(); CL_InitUI(); } #endif if ( cls.state == CA_DISCONNECTED && !( cls.keyCatchers & KEYCATCH_UI ) && !com_sv_running->integer ) { // if disconnected, bring up the menu #ifdef _XBOX if (firstRun && !Sys_QuickStart()) { // Fresh boot UI_SetActiveMenu("splashMenu", NULL); } else if (firstRun) { // Came from MP: UI_SetActiveMenu("mainMenu", NULL); extern void XB_Startup( XBStartupState startupState ); XB_Startup( STARTUP_LOAD_SETTINGS ); } else { #ifdef XBOX_DEMO // Quitting the demo returns to the IIS, and restores settings: Settings.RestoreDefaults(); Settings.SetAll(); UI_SetActiveMenu("splashMenu", NULL); #else UI_SetActiveMenu("mainMenu", NULL); #endif } #else if (!CL_CheckPendingCinematic()) // this avoid having the menu flash for one frame before pending cinematics { UI_SetActiveMenu("mainMenu", NULL); } #endif S_StartBackgroundTrack("music/mp/MP_action4.mp3","",0); } #ifdef _XBOX firstRun = false; #endif // if recording an avi, lock to a fixed fps if ( cl_avidemo->integer ) { // save the current screen if ( cls.state == CA_ACTIVE ) { if (cl_avidemo->integer > 0) { Cbuf_ExecuteText( EXEC_NOW, "screenshot silent\n" ); } else { Cbuf_ExecuteText( EXEC_NOW, "screenshot_tga silent\n" ); } } // fixed time for next frame if (cl_avidemo->integer > 0) { msec = 1000 / cl_avidemo->integer; } else { msec = 1000 / -cl_avidemo->integer; } } // save the msec before checking pause cls.realFrametime = msec; // decide the simulation time cls.frametime = msec; //if(cl_framerate->integer) //{ // avgFrametime+=msec; // char mess[256]; // if(!(frameCount&0x1f)) // { // sprintf(mess,"Frame rate=%f\n\n",1000.0f*(1.0/(avgFrametime/32.0f))); //// OutputDebugString(mess); // Com_Printf(mess); // avgFrametime=0.0f; // } // frameCount++; //} // Always calculate framerate, bias the LOD if low avgFrametime+=msec; extern bool in_camera; float framerate = 1000.0f*(1.0/(avgFrametime/32.0f)); static int lodFrameCount = 0; int bias = Cvar_VariableIntegerValue("r_lodbias"); if(!(frameCount&0x1f)) { if(cl_framerate->integer) { char mess[256]; sprintf(mess,"Frame rate=%f LOD=%d\n\n",framerate,bias); Com_Printf(mess); } avgFrametime=0.0f; // If we drop below 20FPS, pull down the LOD bias if(framerate < 20.0f && bias == 0) { bias++; Cvar_SetValue("r_lodbias", bias); lodFrameCount = -1; } lodFrameCount++; if(lodFrameCount==5 && bias > 0) { bias--; Cvar_SetValue("r_lodBias", bias); lodFrameCount = 0; } } frameCount++; if(in_camera) { // No LOD stuff during cutscenes Cvar_SetValue("r_lodBias", 0); } cls.frametimeFraction=fractionMsec; cls.realtime += msec; cls.realtimeFraction+=fractionMsec; if (cls.realtimeFraction>=1.0f) { if (cl_newClock&&cl_newClock->integer) { cls.realtime++; } cls.realtimeFraction-=1.0f; } #ifndef _XBOX if ( cl_timegraph->integer ) { SCR_DebugGraph ( cls.realFrametime * 0.25, 0 ); } #endif #ifdef _XBOX //Check on the hot swappable button states. CL_UpdateHotSwap(); #endif // see if we need to update any userinfo CL_CheckUserinfo(); // if we haven't gotten a packet in a long time, // drop the connection CL_CheckTimeout(); // send intentions now CL_SendCmd(); // resend a connection request if necessary CL_CheckForResend(); // decide on the serverTime to render CL_SetCGameTime(); if (cl_pano->integer && cls.state == CA_ACTIVE) { //grab some panoramic shots int i = 1; int pref = cl_pano->integer; int oldnoprint = cl_noprint->integer; Con_Close(); cl_noprint->integer = 1; //hide the screen shot msgs for (; i <= cl_panoNumShots->integer; i++) { Cvar_SetValue( "pano", i ); SCR_UpdateScreen();// update the screen Cbuf_ExecuteText( EXEC_NOW, va("screenshot %dpano%02d\n", pref, i) ); //grab this screen } Cvar_SetValue( "pano", 0 ); //done cl_noprint->integer = oldnoprint; } if (cl_skippingcin->integer && !cl_endcredits->integer && !com_developer->integer ) { if (cl_skippingcin->modified){ S_StopSounds(); //kill em all but music cl_skippingcin->modified=qfalse; Com_Printf (va(S_COLOR_YELLOW"%s"), SE_GetString("CON_TEXT_SKIPPING")); SCR_UpdateScreen(); } } else { // update the screen SCR_UpdateScreen(); #if defined(_XBOX) && !defined(FINAL_BUILD) if (D3DPERF_QueryRepeatFrame()) SCR_UpdateScreen(); #endif } // update audio S_Update(); #ifdef _IMMERSION FF_Update(); #endif // _IMMERSION // advance local effects for next frame SCR_RunCinematic(); Con_RunConsole(); cls.framecount++; }
/* ================== Host_Frame Runs all active servers ================== */ void _Host_Frame (double time) { static double time1 = 0; static double time2 = 0; static double time3 = 0; int pass1, pass2, pass3; if (setjmp (host_abortserver) ) return; // something bad happened, or the server disconnected // keep the random time dependent rand (); // decide the simulation time if (!Host_FilterTime (time)) { #ifdef PROQUAKE_EXTENSION // JPG - if we're not doing a frame, still check for lagged moves to send if (!sv.active && (cl.movemessages > 2)) CL_SendLagMove(); #endif return; // don't run too fast, or packets will flood out } // get new key events #if !defined(MACOSX) Sys_SendKeyEvents (); #endif // This is done in Windows and Linux. Confirmed from pq350src // allow mice or other external controllers to add commands IN_Commands (); // Baker: This is ONLY joystick // process console commands Cbuf_Execute (); NET_Poll(); // if running the server locally, make intentions now if (sv.active) CL_SendCmd (); // This is where mouse input is read #ifdef WINDOWS_SCROLLWHEEL_PEEK else if (con_forcedup && key_dest == key_game) // Allows console scrolling when con_forcedup IN_MouseWheel (); // Grab mouse wheel input #endif //------------------- // // server operations // //------------------- // check for commands typed to the host Host_GetConsoleCommands (); if (sv.active) Host_ServerFrame (); //------------------- // // client operations // //------------------- // if running the server remotely, send intentions now after // the incoming messages have been read if (!sv.active) CL_SendCmd (); host_time += host_frametime; // fetch results from server if (cls.state == ca_connected) CL_ReadFromServer (); if (host_speeds.value) time1 = Sys_DoubleTime (); // update video SCR_UpdateScreen (); if (host_speeds.value) time2 = Sys_DoubleTime (); if (cls.signon == SIGNONS) { // update audio S_Update (r_origin, vpn, vright, vup); CL_DecayLights (); } else { S_Update (vec3_origin, vec3_origin, vec3_origin, vec3_origin); } #ifdef PSP_MP3_SUPPORT if (bmg_type_changed == true) { #endif CDAudio_Update(); #ifdef PSP_MP3_SUPPORT bmg_type_changed = false; } #endif if (host_speeds.value) { pass1 = (time1 - time3)*1000; time3 = Sys_DoubleTime (); pass2 = (time2 - time1)*1000; pass3 = (time3 - time2)*1000; Con_Printf ("%3i tot %3i server %3i gfx %3i snd\n", pass1+pass2+pass3, pass1, pass2, pass3); } #ifdef SUPPORTS_DEMO_CONTROLS if (!cls.demoplayback && cl_demorewind.value) { Cvar_SetValueByRef (&cl_demorewind, 0); Con_Printf ("Demorewind is only enabled during playback\n"); } #endif host_framecount++; //frame speed counter fps_count++;//muff }