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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-08-03 19:42:53 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-08-03 19:42:53 +0000
commit4901c4880e652e5ff74bd759049ccf628d8fb4b4 (patch)
tree5342b157682affcfa7feb607c86e2007d3fe73e2 /code/game/g_mover.c
parent7e79fa2629cce14e4ee4649dec92468748109b59 (diff)
downloadioquake3-aero-4901c4880e652e5ff74bd759049ccf628d8fb4b4.tar.gz
ioquake3-aero-4901c4880e652e5ff74bd759049ccf628d8fb4b4.zip
* Change win32 client Sys_Sleep so it ONLY sleeps since before it was waking on
more or less any input event; fine for the server, not so much use for the client * In the main loop, don't bother sleeping if it's going to be less than 10ms as the methods we're using to sleep at the moment aren't very precise * Add Sys_PlatformInit for platform specific initialisation * In win32 Sys_PlatformInit force selection of the DirectX SDL backend in order to get better fullscreen mouse input (in conjunction with a patched SDL DLL http://bugzilla.libsdl.org/show_bug.cgi?id=265) git-svn-id: svn://svn.icculus.org/quake3/trunk@1434 edf5b092-35ff-0310-97b2-ce42778d08ea
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