// // D_DoomLoop // void D_DoomLoop (void) { if (bfgedition && (demorecording || (gameaction == ga_playdemo) || netgame)) { printf(" WARNING: You are playing using one of the Doom Classic\n" " IWAD files shipped with the Doom 3: BFG Edition. These are\n" " known to be incompatible with the regular IWAD files and\n" " may cause demos and network games to get out of sync.\n"); } if (demorecording) G_BeginRecording (); main_loop_started = true; TryRunTics(); I_SetWindowTitle(gamedescription); I_GraphicsCheckCommandLine(); I_SetGrabMouseCallback(D_GrabMouseCallback); I_InitGraphics(); V_EnableLoadingDisk(SCREENWIDTH - LOADING_DISK_W, SCREENHEIGHT - LOADING_DISK_H); V_RestoreBuffer(); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); TryRunTics (); // will run at least one tic S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } }
void D_DoomLoop (void) { if (demorecording) G_BeginRecording (); TryRunTics(); I_InitGraphics (); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); // process one or more tics if (singletics) { I_StartTic (); D_ProcessEvents (); G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]); if (advancedemo) D_DoAdvanceDemo (); M_Ticker (); G_Ticker (); gametic++; maketic++; } else { TryRunTics (); // will run at least one tic } S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } }
// // D_DoomLoop // // haleyjd 08/23/10: [STRIFE] Verified unmodified. // void D_DoomLoop (void) { if (demorecording) G_BeginRecording (); main_loop_started = true; TryRunTics(); if (!showintro) { I_SetWindowTitle(gamedescription); I_InitGraphics(); } I_EnableLoadingDisk(); I_SetGrabMouseCallback(D_GrabMouseCallback); V_RestoreBuffer(); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); // process one or more tics TryRunTics (); // will run at least one tic S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } }
// // D_DoomLoop // void D_DoomLoop(void) { TryRunTics(); I_InitGraphics(); R_ExecuteSetViewSize(); D_StartGameLoop(); while (1) { TryRunTics(); // will run at least one tic S_UpdateSounds(players[consoleplayer].mo); // move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display(); } }