Update of /cvsroot/jake2/jake2/src/jake2/server
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv30655/src/jake2/server
Modified Files:
SV_MAIN.java
Log Message:
remove timer hack and use new Timer classes
Index: SV_MAIN.java
===================================================================
RCS file: /cvsroot/jake2/jake2/src/jake2/server/SV_MAIN.java,v
retrieving revision 1.10
retrieving revision 1.11
diff -C2 -d -r1.10 -r1.11
*** SV_MAIN.java 19 Feb 2005 21:22:34 -0000 1.10
--- SV_MAIN.java 1 Jul 2005 14:20:55 -0000 1.11
***************
*** 25,43 ****
import jake2.Defines;
import jake2.Globals;
! import jake2.game.Cmd;
! import jake2.game.GameBase;
! import jake2.game.Info;
! import jake2.game.PlayerClient;
! import jake2.game.cvar_t;
! import jake2.game.edict_t;
! import jake2.qcommon.Com;
! import jake2.qcommon.Cvar;
! import jake2.qcommon.FS;
! import jake2.qcommon.MSG;
! import jake2.qcommon.Netchan;
! import jake2.qcommon.SZ;
! import jake2.qcommon.netadr_t;
import jake2.sys.NET;
! import jake2.sys.Sys;
import jake2.util.Lib;
--- 25,32 ----
import jake2.Defines;
import jake2.Globals;
! import jake2.game.*;
! import jake2.qcommon.*;
import jake2.sys.NET;
! import jake2.sys.Timer;
import jake2.util.Lib;
***************
*** 716,720 ****
public static void SV_RunGameFrame() {
if (Globals.host_speeds.value != 0)
! Globals.time_before_game = Sys.Milliseconds();
// we always need to bump framenum, even if we
--- 705,709 ----
public static void SV_RunGameFrame() {
if (Globals.host_speeds.value != 0)
! Globals.time_before_game = Timer.Milliseconds();
// we always need to bump framenum, even if we
***************
*** 738,742 ****
if (Globals.host_speeds.value != 0)
! Globals.time_after_game = Sys.Milliseconds();
}
--- 727,731 ----
if (Globals.host_speeds.value != 0)
! Globals.time_after_game = Timer.Milliseconds();
}
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