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WIP: Support >60Hz with com_gameHz #584

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Commits on Jun 24, 2024

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  2. fix: change _malloca to _alloca

    Stradex authored and DanielGibson committed Jun 24, 2024
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  3. hack: inject GAME_FPS, GAME_FRAMETIME and CHAINGUN_FIRE_SKIPFRAMES in…

    … order to avoid having to use custom pak content
    Stradex authored and DanielGibson committed Jun 24, 2024
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  4. remove setscriptfps not used anymore

    Stradex authored and DanielGibson committed Jun 24, 2024
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  6. update: support for d3xp

    Stradex authored and DanielGibson committed Jun 24, 2024
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  7. fix: multiplayer fix and more

    Stradex authored and DanielGibson committed Jun 24, 2024
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  9. Fix: game now running original game logic speed and solve bug with ph…

    …ysics with player not working correctly
    Stradex authored and DanielGibson committed Jun 24, 2024
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Commits on Jun 26, 2024

  1. Modify hacks for replacing some #defines in scripts

    The old hack replaced "#define GAME_FPS 60" and the similar defines for
    GAME_FRAMETIME and CHAINGUN_FIRE_SKIPFRAMES with in the scripts with
    other values based on com_gameHz, for example to "#define GAME_FPS 144".
    
    This has two disadvantages:
    1. When changing com_gameHz, you'll have to reload the scripts
    2. This changes the checksum of the scripts, so each time you change
       com_gameHz the checksum changes and your old savegames stop working.
    
    Luckily the scripts already have functions (that are implemented in the
    gamecode) that expose the FPS and FrameTime: sys.getTicksPerSecond()
     and sys.getFrameTime()
    
    So now we modify the #defines to call those functions instead.
    That will still break *old* savegames, but at least savegames made from
    now on will still work no matter what you set com_gameHz to.
    DanielGibson committed Jun 26, 2024
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  4. Merge fixes from dezo2's 144Hz branch

    adjusted to use gameLocal.gameHz instead of USERCMD_HZ, of course
    DanielGibson committed Jun 26, 2024
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Commits on Jun 27, 2024

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