// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_tick.c /// \brief Archiving: SaveGame I/O, Thinker, Ticker #include "doomstat.h" #include "g_game.h" #include "g_input.h" #include "p_local.h" #include "z_zone.h" #include "s_sound.h" #include "st_stuff.h" #include "p_polyobj.h" #include "m_random.h" #include "m_cond.h" // gamedata->playtime #include "lua_script.h" #include "lua_hook.h" #include "m_perfstats.h" #include "i_system.h" // I_GetPreciseTime #include "i_video.h" // rendermode #include "r_main.h" #include "r_fps.h" // Object place #include "m_cheat.h" // SRB2Kart #include "k_kart.h" #include "k_race.h" #include "k_battle.h" #include "k_boss.h" #include "k_waypoint.h" #include "k_director.h" #include "k_specialstage.h" #include "acs/interface.h" #ifdef PARANOIA #include "deh_tables.h" // MOBJTYPE_LIST #endif tic_t leveltime; INT32 P_AltFlip(INT32 n, tic_t tics) { return leveltime % (2 * tics) < tics ? n : -(n); } // Please read p_tick.h INT32 P_LerpFlip(INT32 n, tic_t tics) { const tic_t w = 2 * tics; return P_AltFlip(((leveltime % w) - tics) * n, w); } // // THINKERS // All thinkers should be allocated by Z_Calloc // so they can be operated on uniformly. // The actual structures will vary in size, // but the first element must be thinker_t. // // The entries will behave like both the head and tail of the lists. thinker_t thlist[NUM_THINKERLISTS]; void Command_Numthinkers_f(void) { INT32 num; INT32 count = 0; actionf_p1 action; thinker_t *think; thinklistnum_t start = 0; thinklistnum_t end = NUM_THINKERLISTS - 1; thinklistnum_t i; if (G_GamestateUsesLevel() == false) { CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; } if (COM_Argc() < 2) { CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n")); CONS_Printf( "\t1: P_MobjThinker\n" "\t2: P_NullPrecipThinker\n" "\t3: T_Friction\n" "\t4: T_Pusher\n" "\t5: P_RemoveThinkerDelayed\n"); return; } num = atoi(COM_Argv(1)); switch (num) { case 1: start = end = THINK_MOBJ; action = (actionf_p1)P_MobjThinker; CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker"); break; case 2: start = end = THINK_PRECIP; action = (actionf_p1)P_NullPrecipThinker; CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker"); break; case 3: start = end = THINK_MAIN; action = (actionf_p1)T_Friction; CONS_Printf(M_GetText("Number of %s: "), "T_Friction"); break; case 4: start = end = THINK_MAIN; action = (actionf_p1)T_Pusher; CONS_Printf(M_GetText("Number of %s: "), "T_Pusher"); break; case 5: action = (actionf_p1)P_RemoveThinkerDelayed; CONS_Printf(M_GetText("Number of %s: "), "P_RemoveThinkerDelayed"); break; default: CONS_Printf(M_GetText("That is not a valid number.\n")); return; } for (i = start; i <= end; i++) { for (think = thlist[i].next; think != &thlist[i]; think = think->next) { if (think->function.acp1 != action) continue; count++; } } CONS_Printf("%d\n", count); } void Command_CountMobjs_f(void) { thinker_t *th; mobjtype_t i; INT32 count; if (G_GamestateUsesLevel() == false) { CONS_Printf(M_GetText("You must be in a level to use this.\n")); return; } if (COM_Argc() >= 2) { size_t j; for (j = 1; j < COM_Argc(); j++) { i = atoi(COM_Argv(j)); if (i >= NUMMOBJTYPES) { CONS_Printf(M_GetText("Object number %d out of range (max %d).\n"), i, NUMMOBJTYPES-1); continue; } count = 0; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; if (((mobj_t *)th)->type == i) count++; } CONS_Printf(M_GetText("There are %d objects of type %d currently in the level.\n"), count, i); } return; } CONS_Printf(M_GetText("Count of active objects in level:\n")); for (i = 0; i < NUMMOBJTYPES; i++) { count = 0; for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; if (((mobj_t *)th)->type == i) count++; } if (count > 0) // Don't bother displaying if there are none of this type! CONS_Printf(" * %d: %d\n", i, count); } } // // P_InitThinkers // void P_InitThinkers(void) { UINT8 i; waypointcap = NULL; trackercap = NULL; for (i = 0; i < NUM_THINKERLISTS; i++) thlist[i].prev = thlist[i].next = &thlist[i]; } // Adds a new thinker at the end of the list. void P_AddThinker(const thinklistnum_t n, thinker_t *thinker) { #ifdef PARANOIA I_Assert(n < NUM_THINKERLISTS); #endif thlist[n].prev->next = thinker; thinker->next = &thlist[n]; thinker->prev = thlist[n].prev; thlist[n].prev = thinker; thinker->references = 0; // killough 11/98: init reference counter to 0 #ifdef PARANOIA thinker->debug_mobjtype = MT_NULL; #endif } #ifdef PARANOIA static const char *MobjTypeName(const mobj_t *mobj) { actionf_p1 p1 = mobj->thinker.function.acp1; if (p1 == (actionf_p1)P_MobjThinker) { return MOBJTYPE_LIST[mobj->type]; } else if (p1 == (actionf_p1)P_RemoveThinkerDelayed) { if (mobj->thinker.debug_mobjtype != MT_NULL) { return MOBJTYPE_LIST[mobj->thinker.debug_mobjtype]; } } return ""; } static const char *MobjThinkerName(const mobj_t *mobj) { actionf_p1 p1 = mobj->thinker.function.acp1; if (p1 == (actionf_p1)P_MobjThinker) { return "P_MobjThinker"; } else if (p1 == (actionf_p1)P_RemoveThinkerDelayed) { return "P_RemoveThinkerDelayed"; } return ""; } #endif // // killough 11/98: // // Make currentthinker external, so that P_RemoveThinkerDelayed // can adjust currentthinker when thinkers self-remove. static thinker_t *currentthinker; // // P_RemoveThinkerDelayed() // // Called automatically as part of the thinker loop in P_RunThinkers(), // on nodes which are pending deletion. // // If this thinker has no more pointers referencing it indirectly, // remove it, and set currentthinker to one node preceeding it, so // that the next step in P_RunThinkers() will get its successor. // void P_RemoveThinkerDelayed(thinker_t *thinker) { thinker_t *next; if (thinker->references != 0) { #ifdef PARANOIA // Removed mobjs can be the target of another mobj. In // that case, the other mobj will manage its reference // to the removed mobj in P_MobjThinker. However, if // the removed mobj is removed after the other object // thinks, the reference management is delayed by one // tic (or two?) const UINT8 delay = 2; if (thinker->debug_time > leveltime) { thinker->debug_time = leveltime + delay + 1; // do not print errors again } else if ((thinker->debug_time + delay) <= leveltime) { CONS_Printf( "PARANOIA/P_RemoveThinkerDelayed: %p %s references=%d\n", (void*)thinker, MobjTypeName((mobj_t*)thinker), thinker->references ); thinker->debug_time = leveltime + delay + 1; // do not print this error again } #endif return; } /* Remove from main thinker list */ next = thinker->next; /* Note that currentthinker is guaranteed to point to us, * and since we're freeing our memory, we had better change that. So * point it to thinker->prev, so the iterator will correctly move on to * thinker->prev->next = thinker->next */ (next->prev = currentthinker = thinker->prev)->next = next; R_DestroyLevelInterpolators(thinker); Z_Free(thinker); } // // P_RemoveThinker // // Deallocation is lazy -- it will not actually be freed // until its thinking turn comes up. // // killough 4/25/98: // // Instead of marking the function with -1 value cast to a function pointer, // set the function to P_RemoveThinkerDelayed(), so that later, it will be // removed automatically as part of the thinker process. // void P_RemoveThinker(thinker_t *thinker) { LUA_InvalidateUserdata(thinker); thinker->function.acp1 = (actionf_p1)P_RemoveThinkerDelayed; } /* * P_SetTarget * * This function is used to keep track of pointer references to mobj thinkers. * In Doom, objects such as lost souls could sometimes be removed despite * their still being referenced. In Boom, 'target' mobj fields were tested * during each gametic, and any objects pointed to by them would be prevented * from being removed. But this was incomplete, and was slow (every mobj was * checked during every gametic). Now, we keep a count of the number of * references, and delay removal until the count is 0. */ mobj_t *P_SetTarget2(mobj_t **mop, mobj_t *targ #ifdef PARANOIA , const char *source_file, int source_line #endif ) { if (*mop) // If there was a target already, decrease its refcount { (*mop)->thinker.references--; #ifdef PARANOIA if ((*mop)->thinker.references < 0) { CONS_Printf( "PARANOIA/P_SetTarget: %p %s %s references=%d, references go negative! (%s:%d)\n", (void*)*mop, MobjTypeName(*mop), MobjThinkerName(*mop), (*mop)->thinker.references, source_file, source_line ); } (*mop)->thinker.debug_time = leveltime; #endif } if (targ != NULL) // Set new target and if non-NULL, increase its counter { targ->thinker.references++; #ifdef PARANOIA targ->thinker.debug_time = leveltime; #endif } *mop = targ; return targ; } // // P_RunThinkers // // killough 4/25/98: // // Fix deallocator to stop using "next" pointer after node has been freed // (a Doom bug). // // Process each thinker. For thinkers which are marked deleted, we must // load the "next" pointer prior to freeing the node. In Doom, the "next" // pointer was loaded AFTER the thinker was freed, which could have caused // crashes. // // But if we are not deleting the thinker, we should reload the "next" // pointer after calling the function, in case additional thinkers are // added at the end of the list. // // killough 11/98: // // Rewritten to delete nodes implicitly, by making currentthinker // external and using P_RemoveThinkerDelayed() implicitly. // static void P_RunThinkers(void) { size_t i; for (i = 0; i < NUM_THINKERLISTS; i++) { ps_thlist_times[i] = I_GetPreciseTime(); for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = currentthinker->next) { #ifdef PARANOIA I_Assert(currentthinker->function.acp1 != NULL); #endif currentthinker->function.acp1(currentthinker); } ps_thlist_times[i] = I_GetPreciseTime() - ps_thlist_times[i]; } if (gametyperules & GTR_CIRCUIT) K_RunFinishLineBeam(); if (gametyperules & GTR_PAPERITEMS) K_RunPaperItemSpawners(); if ((gametyperules & GTR_OVERTIME) && battleovertime.enabled) K_RunBattleOvertime(); ps_acs_time = I_GetPreciseTime(); ACS_Tick(); ps_acs_time = I_GetPreciseTime() - ps_acs_time; } // // P_DoAutobalanceTeams() // // Determine if the teams are unbalanced, and if so, move a player to the other team. // static void P_DoAutobalanceTeams(void) { changeteam_union NetPacket; UINT16 usvalue; INT32 i=0; INT32 red=0, blue=0; INT32 redarray[MAXPLAYERS], bluearray[MAXPLAYERS]; //INT32 redflagcarrier = 0, blueflagcarrier = 0; INT32 totalred = 0, totalblue = 0; NetPacket.value.l = NetPacket.value.b = 0; memset(redarray, 0, sizeof(redarray)); memset(bluearray, 0, sizeof(bluearray)); // Only do it if we have enough room in the net buffer to send it. // Otherwise, come back next time and try again. if (sizeof(usvalue) > GetFreeXCmdSize(0)) return; //We have to store the players in an array with the rest of their team. //We can then pick a random player to be forced to change teams. for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].ctfteam) { if (players[i].ctfteam == 1) { //if (!players[i].gotflag) { redarray[red] = i; //store the player's node. red++; } /*else redflagcarrier++;*/ } else { //if (!players[i].gotflag) { bluearray[blue] = i; //store the player's node. blue++; } /*else blueflagcarrier++;*/ } } } totalred = red;// + redflagcarrier; totalblue = blue;// + blueflagcarrier; if ((abs(totalred - totalblue) > max(1, (totalred + totalblue) / 8))) { if (totalred > totalblue) { i = M_RandomKey(red); NetPacket.packet.newteam = 2; NetPacket.packet.playernum = redarray[i]; NetPacket.packet.verification = true; NetPacket.packet.autobalance = true; usvalue = SHORT(NetPacket.value.l|NetPacket.value.b); SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue)); } else //if (totalblue > totalred) { i = M_RandomKey(blue); NetPacket.packet.newteam = 1; NetPacket.packet.playernum = bluearray[i]; NetPacket.packet.verification = true; NetPacket.packet.autobalance = true; usvalue = SHORT(NetPacket.value.l|NetPacket.value.b); SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue)); } } } // // P_DoTeamscrambling() // // If a team scramble has been started, scramble one person from the // pre-made scramble array. Said array is created in TeamScramble_OnChange() // void P_DoTeamscrambling(void) { changeteam_union NetPacket; UINT16 usvalue; NetPacket.value.l = NetPacket.value.b = 0; // Only do it if we have enough room in the net buffer to send it. // Otherwise, come back next time and try again. if (sizeof(usvalue) > GetFreeXCmdSize(0)) return; if (scramblecount < scrambletotal) { if (players[scrambleplayers[scramblecount]].ctfteam != scrambleteams[scramblecount]) { NetPacket.packet.newteam = scrambleteams[scramblecount]; NetPacket.packet.playernum = scrambleplayers[scramblecount]; NetPacket.packet.verification = true; NetPacket.packet.scrambled = true; usvalue = SHORT(NetPacket.value.l|NetPacket.value.b); SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue)); } scramblecount++; //Increment, and get to the next player when we come back here next time. } else CV_SetValue(&cv_teamscramble, 0); } static inline void P_DoTeamStuff(void) { // Automatic team balance for CTF and team match if (leveltime % (TICRATE * 5) == 0) //only check once per five seconds for the sake of CPU conservation. { // Do not attempt to autobalance and scramble teams at the same time. // Only the server should execute this. No verified admins, please. if ((cv_autobalance.value && !cv_teamscramble.value) && cv_allowteamchange.value && server) P_DoAutobalanceTeams(); } // Team scramble code for team match and CTF. if ((leveltime % (TICRATE/7)) == 0) { // If we run out of time in the level, the beauty is that // the Y_Ticker() team scramble code will pick it up. if (cv_teamscramble.value && server) P_DoTeamscrambling(); } } void P_RunChaseCameras(void) { UINT8 i; for (i = 0; i <= r_splitscreen; i++) { if (camera[i].chase) { P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false); } } } // // P_Ticker // void P_Ticker(boolean run) { INT32 i; // Increment jointime and quittime even if paused for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { players[i].jointime++; } } if (objectplacing) { if (OP_FreezeObjectplace()) { P_MapStart(); R_UpdateMobjInterpolators(); OP_ObjectplaceMovement(&players[0]); P_MoveChaseCamera(&players[0], &camera[0], false); R_UpdateViewInterpolation(); P_MapEnd(); S_SetStackAdjustmentStart(); return; } } // Check for pause or menu up in single player if (paused || P_AutoPause()) { if (demo.rewinding && leveltime > 0) { leveltime = (leveltime-1) & ~3; if (timeinmap > 0) timeinmap = (timeinmap-1) & ~3; G_PreviewRewind(leveltime); } else if (demo.freecam && democam.cam) // special case: allow freecam to MOVE during pause! P_DemoCameraMovement(democam.cam); S_SetStackAdjustmentStart(); return; } if (!S_MusicPaused()) S_AdjustMusicStackTics(); for (i = 0; i <= r_splitscreen; i++) postimgtype[i] = postimg_none; P_MapStart(); if (run) { R_UpdateMobjInterpolators(); if (demo.recording) { G_WriteDemoExtraData(); for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) G_WriteDemoTiccmd(&players[i].cmd, i); } if (demo.playback) { G_ReadDemoExtraData(); for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) G_ReadDemoTiccmd(&players[i].cmd, i); } ps_lua_mobjhooks = 0; ps_checkposition_calls = 0; LUA_HOOK(PreThinkFrame); ps_playerthink_time = I_GetPreciseTime(); K_UpdateAllPlayerPositions(); // OK! Now that we got all of that sorted, players can think! for (i = 0; i < MAXPLAYERS; i++) { if (!(playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))) continue; P_PlayerThink(&players[i]); K_KartPlayerHUDUpdate(&players[i]); } ps_playerthink_time = I_GetPreciseTime() - ps_playerthink_time; // TODO would this be laggy with more conditions in play... if (((!demo.playback && leveltime > introtime && M_UpdateUnlockablesAndExtraEmblems(true, false)) || (gamedata && gamedata->deferredsave))) G_SaveGameData(); } // Keep track of how long they've been playing! if (!demo.playback) // Don't increment if a demo is playing. gamedata->totalplaytime++; if (run) { ps_thinkertime = I_GetPreciseTime(); P_RunThinkers(); ps_thinkertime = I_GetPreciseTime() - ps_thinkertime; // Run any "after all the other thinkers" stuff { player_t *finishingPlayers[MAXPLAYERS]; UINT8 numFinishingPlayers = 0; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo)) { P_PlayerAfterThink(&players[i]); // Check for the number of ties for first place after every player has thunk run for this tic if (players[i].exiting == 1 && players[i].position == 1 && (players[i].pflags & (PF_HITFINISHLINE|PF_NOCONTEST)) == PF_HITFINISHLINE) { finishingPlayers[numFinishingPlayers++] = &players[i]; } } } // Apply rumble to player if local to machine and not in demo playback if (!demo.playback) { for (i = 0; i <= splitscreen; i++) { player_t *player = &players[g_localplayers[i]]; UINT16 low = 0; UINT16 high = 0; if (player->mo == NULL) continue; if ((player->mo->eflags & MFE_DAMAGEHITLAG) && player->mo->hitlag) { low = 65536 / 2; high = 65536 / 2; } else if (player->sneakertimer > (sneakertime-(TICRATE/2))) { low = 65536 / (3+player->numsneakers); high = 65536 / (3+player->numsneakers); } else if (player->boostpower < FRACUNIT && P_IsObjectOnGround(player->mo)) { low = 65536 / 32; high = 65536 / 32; } G_PlayerDeviceRumble(i, low, high); } } if (numFinishingPlayers > 1) { for (i = 0; i < numFinishingPlayers; i++) { P_SetupSignExit(finishingPlayers[i], true); } } else if (numFinishingPlayers == 1) { P_SetupSignExit(finishingPlayers[0], false); } } if (K_CheckBossIntro() == true) { // Bosses have a punchy start, so no position. if (leveltime == 3) { S_ChangeMusic(mapmusname, mapmusflags, true); S_ShowMusicCredit(); } } else if (leveltime < starttime + TICRATE) { // Start countdown/music handling if (leveltime == starttime-(3*TICRATE)) { S_StartSound(NULL, sfx_s3ka7); // 3, S_FadeMusic(0, 3500); //S_FadeOutStopMusic(3500); -- TODO the S_StopMusic callback can halt successor music instead } else if ((leveltime == starttime-(2*TICRATE)) || (leveltime == starttime-TICRATE)) { S_StartSound(NULL, sfx_s3ka7); // 2, 1, } else if (leveltime == starttime) { S_StartSound(NULL, sfx_s3kad); // GO! } else if (leveltime == (starttime + (TICRATE/2))) { // Plays the music after the starting countdown. S_ChangeMusic(mapmusname, mapmusflags, true); S_ShowMusicCredit(); } // POSITION!! music if (encoremode) { // Encore humming starts immediately. if (leveltime == 3) S_ChangeMusicInternal("encore", true); } else { // Plays the POSITION music after the camera spin if (leveltime == introtime) S_ChangeMusicInternal( (mapheaderinfo[gamemap-1]->positionmus[0] ? mapheaderinfo[gamemap-1]->positionmus : "postn" ), true); } } ps_lua_thinkframe_time = I_GetPreciseTime(); LUA_HookThinkFrame(); ps_lua_thinkframe_time = I_GetPreciseTime() - ps_lua_thinkframe_time; } // Run shield positioning P_RunOverlays(); P_UpdateSpecials(); P_RespawnSpecials(); // Lightning, rain sounds, etc. P_PrecipitationEffects(); if (run) { leveltime++; if (starttime > introtime && leveltime == starttime) { ACS_RunPositionScript(); } if (timelimitintics > 0 && leveltime == (timelimitintics + starttime + 1)) { ACS_RunOvertimeScript(); } } timeinmap++; if (G_GametypeHasTeams()) P_DoTeamStuff(); if (run) { if (racecountdown > 1) racecountdown--; if (exitcountdown > 1) { exitcountdown--; if (server && exitcountdown == 1) { SendNetXCmd(XD_EXITLEVEL, NULL, 0); } } K_RunItemCooldowns(); K_BossInfoTicker(); K_TickSpecialStage(); if ((gametyperules & GTR_POINTLIMIT)) { if (wantedcalcdelay && --wantedcalcdelay <= 0) K_CalculateBattleWanted(); } if (bombflashtimer) bombflashtimer--; // Bomb seizure prevention if (quake.time) { fixed_t ir = quake.intensity>>1; /// \todo Calculate distance from epicenter if set and modulate the intensity accordingly based on radius. quake.x = M_RandomRange(-ir,ir); quake.y = M_RandomRange(-ir,ir); quake.z = M_RandomRange(-ir,ir); if (cv_windowquake.value) I_CursedWindowMovement(FixedInt(quake.x), FixedInt(quake.y)); --quake.time; } else quake.x = quake.y = quake.z = 0; if (metalplayback) G_ReadMetalTic(metalplayback); if (metalrecording) G_WriteMetalTic(players[consoleplayer].mo); if (demo.recording) { G_WriteAllGhostTics(); if (cv_recordmultiplayerdemos.value && (demo.savemode == DSM_NOTSAVING || demo.savemode == DSM_WILLAUTOSAVE)) if (demo.savebutton && demo.savebutton + 3*TICRATE < leveltime) G_CheckDemoTitleEntry(); } else if (demo.playback) // Use Ghost data for consistency checks. { G_ConsAllGhostTics(); } if (modeattacking) { G_GhostTicker(); if (!demo.playback) G_TickTimeStickerMedals(); } if (mapreset > 1 && --mapreset <= 1 && server) // Remember: server uses it for mapchange, but EVERYONE ticks down for the animation D_MapChange(gamemap, gametype, encoremode, true, 0, false, false); if (cv_kartdebugwaypoints.value != 0) { K_DebugWaypointsVisualise(); } } if (gamestate == GS_LEVEL) { // Move the camera during levels. K_UpdateDirector(); P_RunChaseCameras(); } LUA_HOOK(PostThinkFrame); if (run) { R_UpdateLevelInterpolators(); R_UpdateViewInterpolation(); // Hack: ensure newview is assigned every tic. // Ensures view interpolation is T-1 to T in poor network conditions // We need a better way to assign view state decoupled from game logic if (rendermode != render_none) { for (i = 0; i <= r_splitscreen; i++) { player_t *player = &players[displayplayers[i]]; if (!player->mo) continue; const boolean skybox = (player->skybox.viewpoint && cv_skybox.value); // True if there's a skybox object and skyboxes are on if (skybox) { R_SkyboxFrame(i); } R_SetupFrame(i); } } } P_MapEnd(); if (demo.playback) G_StoreRewindInfo(); for (i = 0; i < MAXPLAYERS; i++) { G_CopyTiccmd(&players[i].oldcmd, &players[i].cmd, 1); } // Z_CheckMemCleanup(); }