Clean up the EngineProcess loop
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@ -573,12 +573,11 @@ void EventProcess(SDL_Event event)
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void EngineProcess()
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{
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int frameStart = SDL_GetTicks();
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float frameTime;
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float frameTimeAvg = 0.0f, correctedFrameTimeAvg = 0.0f;
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double frameTimeAvg = 0.0f, correctedFrameTimeAvg = 0.0f;
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SDL_Event event;
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while(engine->Running())
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{
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int frameStart = SDL_GetTicks();
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if(engine->Broken()) { engine->UnBreak(); break; }
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event.type = 0;
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while (SDL_PollEvent(&event))
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@ -594,7 +593,7 @@ void EngineProcess()
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if(scale != engine->Scale || fullscreen != engine->Fullscreen)
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{
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sdl_scrn = SDLSetScreen(engine->Scale, engine->Fullscreen);
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inputScale = 1.0f/float(scale);
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inputScale = 1.0f/(float)scale;
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}
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#ifdef OGLI
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@ -606,23 +605,19 @@ void EngineProcess()
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blit(engine->g->vid);
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#endif
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frameTime = SDL_GetTicks() - frameStart;
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frameTimeAvg = (frameTimeAvg*(1.0f-0.2f)) + (0.2f*frameTime);
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if(ui::Engine::Ref().FpsLimit > 2.0f)
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int frameTime = SDL_GetTicks() - frameStart;
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frameTimeAvg = frameTimeAvg * 0.8 + frameTime * 0.2;
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int fpsLimit = ui::Engine::Ref().FpsLimit;
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if(fpsLimit > 2)
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{
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float targetFrameTime = 1000.0f/((float)ui::Engine::Ref().FpsLimit);
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if(targetFrameTime - frameTimeAvg > 0)
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{
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SDL_Delay((targetFrameTime - frameTimeAvg) + 0.5f);
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frameTime = SDL_GetTicks() - frameStart;//+= (int)(targetFrameTime - frameTimeAvg);
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}
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double offset = 1000.0 / fpsLimit - frameTimeAvg;
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if(offset > 0)
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SDL_Delay(offset + 0.5);
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}
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correctedFrameTimeAvg = (correctedFrameTimeAvg*(1.0f-0.05f)) + (0.05f*frameTime);
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fps = 1000.0f/correctedFrameTimeAvg;
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engine->SetFps(fps);
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frameStart = SDL_GetTicks();
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if(frameStart-lastTick>250)
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int correctedFrameTime = SDL_GetTicks() - frameStart;
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correctedFrameTimeAvg = correctedFrameTimeAvg * 0.95 + correctedFrameTime * 0.05;
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engine->SetFps(1000.0 / correctedFrameTimeAvg);
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if(frameStart - lastTick > 1000)
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{
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//Run client tick every second
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lastTick = frameStart;
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