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added some (currently deactivated) frame rate debugging code
[rocksndiamonds.git]
/
src
/
game.c
diff --git
a/src/game.c
b/src/game.c
index c02e590f5fb026eb3d4c59cf09a03725a804b265..1f9289e8f7c8241df44992ecceb5fafee49f984f 100644
(file)
--- a/
src/game.c
+++ b/
src/game.c
@@
-11057,9
+11057,18
@@
void GameActions()
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
if (tape.playing && tape.warp_forward && !tape.pausing)
game_frame_delay_value = 0;
+#if 0
+ /* ---------- main game synchronization point ---------- */
+
+ int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+
+ printf("::: skip == %d\n", skip);
+
+#else
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
/* ---------- main game synchronization point ---------- */
WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
+#endif
if (network_playing && !network_player_action_received)
{
if (network_playing && !network_player_action_received)
{