- moved gameframe hook to timersys

- rewrote simulation algorithm
- various internal improvements to timer
- removed the unused parameter to GetTickedTime()

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401418
This commit is contained in:
David Anderson
2007-09-12 22:46:00 +00:00
parent 532f0bde47
commit 2920ba897c
11 changed files with 186 additions and 98 deletions
+8 -6
View File
@@ -108,15 +108,17 @@ native KillTimer(Handle:timer, bool:autoClose=false);
native TriggerTimer(Handle:timer, bool:reset=false);
/**
* Returns the simulated game time.
* Returns the simulated game time.
*
* This time is internally maintained by SourceMod and is based on the game
* tick count and tick rate. Unlike GetGameTime(), it will increment past
* map changes and while no players are connected. Unlike GetEngineTime(),
* it will not increment based on the system clock (i.e. it is still bound
* to the ticking process).
*
* @param simulated Retrieves whether or not the tick count
* is being manually simulated by SourceMod.
* This is the case if no players have joined
* the map yet.
* @return Time based on the game tick count.
*/
native Float:GetTickedTime(&bool:simulated);
native Float:GetTickedTime();
/**
* Creates a timer associated with a new data pack, and returns the datapack.