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Update CGlobalVarsBase (#419)
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@@ -219,8 +219,7 @@ GS_EVENT_MSG( ClientPostAdvanceTick ) {};
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GS_EVENT_MSG( ServerBeginAsyncPostTickWork )
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{
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// AMNOTE: Also is set on gpGlobals->m_unk301
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bool m_unk001;
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bool m_bIsOncePerFrameAsyncWorkPhase;
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};
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GS_EVENT_MSG( ServerPreEndAsyncPostTickWork ) {};
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+22
-17
@@ -37,18 +37,22 @@ public:
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// Absolute frame counter - continues to increase even if game is paused
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int framecount;
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// Non-paused frametime
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// Clamped to [0.0001, 0.1]
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float absoluteframetime;
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float absoluteframestarttimestddev;
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// Frametime before clamping, also sent as CNETMsg_Tick::host_unfiltered_frametime
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float absoluteframetime_unbounded;
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int maxClients;
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// zer0k: Command queue related
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int m_unk001;
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int m_unk002;
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int m_unk003;
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int m_unk004;
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int m_unk005;
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// Index of the tick being simulated within this frame
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int m_nCurrentTickThisFrame;
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// Number of ticks simulated this frame
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int m_nTotalTicksThisFrame;
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// Client only: real time per usercmd tick (tick interval / host_timescale)
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float m_flUsercmdTickInterval;
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// Client only: Plat_FloatTime() at which the current usercmd tick started
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double m_flUsercmdTickStartTime;
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FnGlobalVarsWarningFunc m_pfnWarningFunc;
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@@ -73,9 +77,10 @@ public:
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// Time spent on last server or client frame (has nothing to do with think intervals)
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float frametime;
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// zer0k: Command queue + interpolation related
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float m_unk101;
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float m_unk102;
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// Client only, zero during simulation: fraction into the next simulation tick
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float interpolation_amount;
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// Client only, zero during simulation: fraction into the current usercmd tick, stamps subtick moves
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float m_flUsercmdTickFraction;
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bool m_bInSimulation;
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bool m_bEnableAssertions;
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@@ -83,15 +88,15 @@ public:
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// Simulation ticks - does not increase when game is paused
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int tickcount;
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int m_unk201;
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int m_unk202;
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// Client only: ticks simulated since the client started ticking, reset per connection
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int m_nClientTickCount;
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// Client only: m_nClientTickCount in seconds
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float m_flClientTime;
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// Non-zero when during movement processing, it's the part after the decimal point of the "when" field in player's subtick moves.
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float m_flSubtickFraction;
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// AMNOTE: Set to unknown value during CLoopModeGame::OnServerBeginAsyncPostTickWork call
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// and restored to false at CLoopModeGame::OnServerEndAsyncPostTickWork
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bool m_unk301;
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bool m_bIsOncePerFrameAsyncWorkPhase;
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ThreadId_t m_nThreadId;
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};
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