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- Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -167,7 +167,10 @@ void StartPlayerTeamTurn( BOOLEAN fDoBattleSnd, BOOLEAN fEnteringCombatMode )
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DebugMsg (TOPIC_JA2INTERRUPT,DBG_LEVEL_3,"StartPlayerTeamTurn");
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// SOLDIERTYPE *pSoldier;
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// EV_S_BEGINTURN SBeginTurn;
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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SetFastForwardMode(FALSE);
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#endif
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// Start the turn of player charactors
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@@ -496,6 +499,7 @@ void BeginTeamTurn( UINT8 ubTeam )
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if( !LightningEndOfTurn( ubTeam ) )return;
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//end rain
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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// disable for our turn and enable for other teams
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if ( gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] )
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{
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@@ -510,6 +514,7 @@ void BeginTeamTurn( UINT8 ubTeam )
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SetFastForwardMode( (ubTeam != OUR_TEAM) );
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}
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}
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#endif
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while( 1 )
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{
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@@ -837,7 +842,9 @@ void StartInterrupt( void )
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INT32 iSquad, iCounter;
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// disable ff mode
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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SetFastForwardMode(FALSE);
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#endif
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// build string for display of who gets interrupt
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//while( 1 )
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@@ -1432,6 +1439,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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}
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#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
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if ( gGameSettings.fOptions[TOPTION_AUTO_FAST_FORWARD_MODE] )
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{
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if (is_networked)
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@@ -1445,6 +1453,7 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
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SetFastForwardMode( (gTacticalStatus.ubCurrentTeam != OUR_TEAM) );
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}
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}
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#endif
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}
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