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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
commit7b2567924b9b86961cd4c07b76653f49939cab1c (patch)
treeadcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/Network
parent063982914038ecd578bab7849a1e94cccbb8d8b9 (diff)
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
Diffstat (limited to 'source/gameengine/Network')
-rw-r--r--source/gameengine/Network/NG_NetworkScene.cpp2
-rw-r--r--source/gameengine/Network/NG_NetworkScene.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Network/NG_NetworkScene.cpp b/source/gameengine/Network/NG_NetworkScene.cpp
index e24fade91f8..b867791e12d 100644
--- a/source/gameengine/Network/NG_NetworkScene.cpp
+++ b/source/gameengine/Network/NG_NetworkScene.cpp
@@ -56,7 +56,7 @@ NG_NetworkScene::~NG_NetworkScene()
/**
* progress one frame, handle all network traffic
*/
-void NG_NetworkScene::proceed(double curtime, double deltatime)
+void NG_NetworkScene::proceed(double curtime)
{
if (!m_networkdevice) return;
if (!m_networkdevice->IsOnline()) return;
diff --git a/source/gameengine/Network/NG_NetworkScene.h b/source/gameengine/Network/NG_NetworkScene.h
index 4cbdcf7d39a..da3855d08bb 100644
--- a/source/gameengine/Network/NG_NetworkScene.h
+++ b/source/gameengine/Network/NG_NetworkScene.h
@@ -57,7 +57,7 @@ public:
/**
* progress one frame, handle all network traffic
*/
- void proceed(double curtime, double deltatime);
+ void proceed(double curtime);
/**
* add a networkobject to the scene