Is it important that it be per-frame and not per-tic? Either way you could fudge it by having a variable counted in EVENT_DISPLAYREST (which is updated per-frame) and one inside APLAYER (which is updated per-tic, also 30 tics = 1 second).
James, on 29 May 2012 - 12:38 PM, said:
Fox, on 03 June 2012 - 04:42 PM, said:
TerminX, on 04 June 2012 - 01:54 PM, said:
James, on 04 June 2012 - 02:12 PM, said:
Trooper Dan, on 04 June 2012 - 10:23 PM, said:
TerminX, on 05 June 2012 - 11:15 AM, said:
James, on 07 June 2012 - 12:54 AM, said:
Quote
Helixhorned, on 07 June 2012 - 03:54 AM, said:
Fox, on 08 June 2012 - 04:30 PM, said:
Fox, on 17 June 2012 - 05:26 AM, said:
r2569 | helixhorned | 2012-03-29 14:17:03 -0700 (Thu, 29 Mar 2012) | 7 lines Make makepalookup() accept NULL for 'remapbuf', meaning "use identity mapping". Also, - use this in game.c and astub.c palookup loading code - when makepalookup() is passed a 0 palnum, return early. This means that 'fogpal' will silently fail when attempting to change pal 0. - in 'makepalookup' DEF command, error out if passed a pal of 0