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https://github.com/alliedmodders/sourcemod.git
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Merge cde98e9d9c into 1819f491b5
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commit
fca288c922
@ -36,12 +36,12 @@
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#include "ConVarManager.h"
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#include "logic_bridge.h"
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#define TIMER_MIN_ACCURACY 0.1
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#define TIMER_MIN_ACCURACY 0.1
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TimerSystem g_Timers;
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double g_fUniversalTime = 0.0f;
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float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
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double g_fTimerThink = 0.0f; /* Timer's next think time */
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float g_fGameStartTime = 0.0f; /* Game game start time, non-universal */
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double g_fTimerThink = 0.0f; /* Timer's next think time */
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const double *g_pUniversalTime = &g_fUniversalTime;
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ConVar *mp_timelimit = NULL;
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int g_TimeLeftMode = 0;
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@ -144,9 +144,10 @@ private:
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* that a drastic jump in time will continue acting normally. Users
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* may not expect this, but... I think it is the best solution.
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*/
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inline double CalcNextThink(double last, float interval)
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inline double CalcNextThink(double last, float interval, bool useTickInterval = false)
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{
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if (g_fUniversalTime - last - interval <= TIMER_MIN_ACCURACY)
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const float intervalAccuracy = useTickInterval ? gpGlobals->interval_per_tick : TIMER_MIN_ACCURACY;
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if (g_fUniversalTime - last - interval <= intervalAccuracy)
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{
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return last + interval;
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}
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@ -234,10 +235,11 @@ void TimerSystem::GameFrame(bool simulating)
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m_fLastTickedTime = gpGlobals->curtime;
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m_bHasMapTickedYet = true;
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if (g_fUniversalTime >= g_fTimerThink)
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{
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RunFrame();
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const bool timerThink = g_fUniversalTime >= g_fTimerThink;
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RunFrame(timerThink);
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if (timerThink)
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{
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g_fTimerThink = CalcNextThink(g_fTimerThink, TIMER_MIN_ACCURACY);
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}
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@ -249,12 +251,40 @@ void TimerSystem::GameFrame(bool simulating)
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}
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}
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void TimerSystem::RunFrame()
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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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ITimer *pTimer;
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TimerIter iter;
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double curtime = GetSimulatedTime();
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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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{
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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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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 = timerList.erase(iter);
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m_FreeTimers.push(pTimer);
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continue;
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}
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pTimer->m_InExec = false;
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pTimer->m_ToExec = CalcNextThink(pTimer->m_ToExec, pTimer->m_Interval, isHighSpeed);
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}
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iter++;
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}
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}
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void TimerSystem::RunFrame(bool timerThink)
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{
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const double curtime = GetSimulatedTime();
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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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@ -272,26 +302,15 @@ void TimerSystem::RunFrame()
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}
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}
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ResultType res;
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.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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res = pTimer->m_Listener->OnTimer(pTimer, pTimer->m_pData);
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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 = m_LoopTimers.erase(iter);
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m_FreeTimers.push(pTimer);
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continue;
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}
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pTimer->m_InExec = false;
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pTimer->m_ToExec = CalcNextThink(pTimer->m_ToExec, pTimer->m_Interval);
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}
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iter++;
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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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ProcessRepeatTimers(curtime, m_LowSpeedLoopTimers, false);
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}
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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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@ -312,7 +331,8 @@ ITimer *TimerSystem::CreateTimer(ITimedEvent *pCallbacks, float fInterval, void
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if (flags & TIMER_FLAG_REPEAT)
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{
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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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@ -370,8 +390,10 @@ 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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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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@ -389,12 +411,13 @@ void TimerSystem::KillTimer(ITimer *pTimer)
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return;
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}
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pTimer->m_InExec = true; /* The timer it's not really executed but this check needs to be done */
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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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if (pTimer->m_Flags & TIMER_FLAG_REPEAT)
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{
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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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m_SingleTimers.remove(pTimer);
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}
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@ -405,26 +428,20 @@ 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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ITimer *pTimer;
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TimerIter iter;
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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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{
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s_tokill.push(pTimer);
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}
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}
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};
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for (iter=m_SingleTimers.begin(); iter!=m_SingleTimers.end(); iter++)
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{
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pTimer = (*iter);
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if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
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{
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s_tokill.push(pTimer);
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}
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}
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KillMapchangeTimers(m_SingleTimers);
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for (iter=m_LoopTimers.begin(); iter!=m_LoopTimers.end(); iter++)
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{
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pTimer = (*iter);
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if (pTimer->m_Flags & TIMER_FLAG_NO_MAPCHANGE)
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{
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s_tokill.push(pTimer);
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}
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}
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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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@ -41,7 +41,6 @@
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using namespace SourceHook;
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using namespace SourceMod;
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typedef List<ITimer *> TimerList;
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typedef List<ITimer *>::iterator TimerIter;
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class SourceMod::ITimer
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@ -80,12 +79,15 @@ public: //ITimerSystem
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bool GetMapTimeLeft(float *pTime);
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IMapTimer *GetMapTimer();
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public:
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void RunFrame();
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void RunFrame(bool timerThink);
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void RemoveMapChangeTimers();
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void GameFrame(bool simulating);
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private:
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List<ITimer *> m_SingleTimers;
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List<ITimer *> m_LoopTimers;
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void ProcessRepeatTimers(double curtime, List<ITimer*>& timerList, bool isHighSpeed);
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private:
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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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@ -39,6 +39,7 @@
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#define TIMER_REPEAT (1<<0) /**< Timer will repeat until it returns Plugin_Stop */
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#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
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#define TIMER_FLAG_TICK_PRECISE (1<<2) /**< Timer will have tick level time precision */
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#define TIMER_HNDL_CLOSE (1<<9) /**< Deprecated define, replaced by below */
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#define TIMER_DATA_HNDL_CLOSE (1<<9) /**< Timer will automatically call CloseHandle() on its data when finished */
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@ -107,6 +107,7 @@ namespace SourceMod
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#define TIMER_FLAG_REPEAT (1<<0) /**< Timer will repeat until stopped */
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#define TIMER_FLAG_NO_MAPCHANGE (1<<1) /**< Timer will not carry over mapchanges */
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#define TIMER_FLAG_TICK_PRECISE (1<<2) /**< Timer will have tick level time precision */
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class ITimerSystem : public SMInterface
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{
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