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https://github.com/alliedmodders/sourcemod.git
synced 2025-12-07 10:28:34 +00:00
Leave one-off timers alone
This commit is contained in:
parent
11b3a1917e
commit
61025d5ba0
@ -252,30 +252,13 @@ void TimerSystem::GameFrame(bool simulating)
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}
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}
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void TimerSystem::ProcessTimerType(double curtime, TimerType& timerType, bool isHighSpeed)
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void TimerSystem::ProcessRepeatTimers(double curtime, List<ITimer*>& timerList, bool isHighSpeed)
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{
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ITimer *pTimer;
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TimerIter iter;
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for (iter=timerType.m_SingleTimers.begin(); iter!=timerType.m_SingleTimers.end(); )
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{
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pTimer = (*iter);
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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iter = timerType.m_SingleTimers.erase(iter);
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m_FreeTimers.push(pTimer);
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}
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else
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{
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break;
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}
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}
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ResultType res;
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for (iter=timerType.m_LoopTimers.begin(); iter!=timerType.m_LoopTimers.end(); )
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ResultType res;
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for (iter=timerList.begin(); iter!=timerList.end(); )
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{
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pTimer = (*iter);
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if (curtime >= pTimer->m_ToExec)
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@ -285,7 +268,7 @@ void TimerSystem::ProcessTimerType(double curtime, TimerType& timerType, bool is
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if (pTimer->m_KillMe || (res == Pl_Stop))
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{
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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iter = timerType.m_LoopTimers.erase(iter);
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iter = timerList.erase(iter);
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m_FreeTimers.push(pTimer);
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continue;
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}
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@ -300,14 +283,35 @@ void TimerSystem::RunFrame(bool timerThink)
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{
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const double curtime = GetSimulatedTime();
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// Most timers do not need to be updated every frame
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//// One-off timers
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ITimer *pTimer;
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TimerIter iter;
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); )
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{
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pTimer = (*iter);
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if (curtime >= pTimer->m_ToExec)
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{
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pTimer->m_InExec = true;
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pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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iter = m_SingleTimers.erase(iter);
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m_FreeTimers.push(pTimer);
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}
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else
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{
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break;
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}
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}
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//// Repeating timers
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// Most repeating timers do not need to be updated every frame
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if (timerThink)
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{
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ProcessTimerType(curtime, m_LowSpeedTimers, false);
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ProcessRepeatTimers(curtime, m_LowSpeedLoopTimers, false);
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}
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// High speed timers will always update
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ProcessTimerType(curtime, m_HighSpeedTimers, true);
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// High speed repeating timers will always update
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ProcessRepeatTimers(curtime, m_HighSpeedLoopTimers, true);
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}
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ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void *pData, int flags)
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@ -325,34 +329,34 @@ ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void
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}
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pTimer->Initialize(pCallbacks, fInterval, to_exec, pData, flags);
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TimerType& timerType = flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
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if (flags & TIMER_FLAG_REPEAT)
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{
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timerType.m_LoopTimers.push_back(pTimer);
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List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
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timerList.push_back(pTimer);
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goto return_timer;
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}
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if (timerType.m_SingleTimers.size() >= 1)
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if (m_SingleTimers.size() >= 1)
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{
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iter = --timerType.m_SingleTimers.end();
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iter = --m_SingleTimers.end();
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if ((*iter)->m_ToExec <= to_exec)
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{
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goto normal_insert_end;
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}
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}
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for (iter=timerType.m_SingleTimers.begin(); iter!=timerType.m_SingleTimers.end(); iter++)
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
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{
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if ((*iter)->m_ToExec >= to_exec)
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{
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timerType.m_SingleTimers.insert(iter, pTimer);
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m_SingleTimers.insert(iter, pTimer);
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goto return_timer;
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}
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}
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normal_insert_end:
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timerType.m_SingleTimers.push_back(pTimer);
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m_SingleTimers.push_back(pTimer);
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return_timer:
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return pTimer;
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@ -369,12 +373,11 @@ void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
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pTimer->m_InExec = true;
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res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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TimerType& timerType = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
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if (!(pTimer->m_Flags & TIMER_FLAG_REPEAT))
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{
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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timerType.m_SingleTimers.remove(pTimer);
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m_SingleTimers.remove(pTimer);
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m_FreeTimers.push(pTimer);
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}
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else
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@ -388,8 +391,10 @@ void TimerSystem::FireTimerOnce(ITimer *pTimer, bool delayExec)
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pTimer->m_InExec = false;
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return;
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}
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List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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timerType.m_LoopTimers.remove(pTimer);
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timerList.remove(pTimer);
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m_FreeTimers.push(pTimer);
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}
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}
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@ -409,13 +414,13 @@ void TimerSystem::KillTimer(ITimer *pTimer)
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pTimer->m_InExec = true; /* The timer is not really executed but this check needs to be done */
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pTimer->m_Listener->OnTimerEnd(pTimer, pTimer->m_pData);
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TimerType& timerType = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedTimers : m_LowSpeedTimers;
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if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
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{
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timerType.m_LoopTimers.remove(pTimer);
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List<ITimer*> timerList = pTimer->m_Flags & TIMER_FLAG_TICK_PRECISE ? m_HighSpeedLoopTimers : m_LowSpeedLoopTimers;
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timerList.remove(pTimer);
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} else {
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timerType.m_SingleTimers.remove(pTimer);
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m_SingleTimers.remove(pTimer);
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}
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m_FreeTimers.push(pTimer);
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@ -424,7 +429,7 @@ void TimerSystem::KillTimer(ITimer *pTimer)
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CStack<ITimer *> s_tokill;
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void TimerSystem::RemoveMapChangeTimers()
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{
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auto KillMapchangeTimers = [](TimerList& timerList) {
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const auto KillMapchangeTimers = [](List<ITimer*>& timerList) {
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for (ITimer* pTimer : timerList)
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{
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if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
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@ -434,11 +439,10 @@ void TimerSystem::RemoveMapChangeTimers()
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}
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};
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KillMapchangeTimers(m_LowSpeedTimers.m_SingleTimers);
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KillMapchangeTimers(m_LowSpeedTimers.m_LoopTimers);
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KillMapchangeTimers(m_SingleTimers);
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KillMapchangeTimers(m_HighSpeedTimers.m_SingleTimers);
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KillMapchangeTimers(m_HighSpeedTimers.m_LoopTimers);
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KillMapchangeTimers(m_LowSpeedLoopTimers);
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KillMapchangeTimers(m_HighSpeedLoopTimers);
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while (!s_tokill.empty())
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{
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@ -57,20 +57,10 @@ public:
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bool m_HighSpeed;
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};
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class TimerList : public List<ITimer*>
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{
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};
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class TimerSystem :
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public ITimerSystem,
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public SMGlobalClass
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{
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public:
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struct TimerType {
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TimerList m_SingleTimers;
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TimerList m_LoopTimers;
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};
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public:
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TimerSystem();
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~TimerSystem();
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@ -94,10 +84,11 @@ public:
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void RemoveMapChangeTimers();
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void GameFrame(bool simulating);
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private:
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void ProcessTimerType(double curtime, TimerType& timerType, bool isHighSpeed);
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void ProcessRepeatTimers(double curtime, List<ITimer*>& timerList, bool isHighSpeed);
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private:
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TimerType m_LowSpeedTimers;
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TimerType m_HighSpeedTimers;
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List<ITimer*> m_SingleTimers;
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List<ITimer*> m_LowSpeedLoopTimers;
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List<ITimer*> m_HighSpeedLoopTimers;
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CStack<ITimer *> m_FreeTimers;
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IMapTimer *m_pMapTimer;
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