Fixed FPS issue.
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@@ -1,17 +1,31 @@
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using System;
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using System.Runtime.InteropServices;
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using var game = new FreedomFighter.Game1();
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// debug aid: --shot <file> [frames] renders, saves the backbuffer to a PNG, and exits
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var cmdArgs = Environment.GetCommandLineArgs();
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for (int i = 1; i < cmdArgs.Length - 1; i++)
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// 1ms timer resolution so the 120Hz fixed timestep's Thread.Sleep doesn't overshoot
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// (default ~15.6ms granularity caps the loop at 80-90 FPS; OmegaTimer did the same)
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[DllImport("winmm.dll")] static extern uint timeBeginPeriod(uint ms);
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[DllImport("winmm.dll")] static extern uint timeEndPeriod(uint ms);
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timeBeginPeriod(1);
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try
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{
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if (cmdArgs[i] == "--shot")
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using var game = new FreedomFighter.Game1();
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// debug aid: --shot <file> [frames] renders, saves the backbuffer to a PNG, and exits
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var cmdArgs = Environment.GetCommandLineArgs();
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for (int i = 1; i < cmdArgs.Length - 1; i++)
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{
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game.ShotFile = cmdArgs[i + 1];
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if (i + 2 < cmdArgs.Length && int.TryParse(cmdArgs[i + 2], out int frames))
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game.ShotFrames = frames;
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if (cmdArgs[i] == "--shot")
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{
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game.ShotFile = cmdArgs[i + 1];
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if (i + 2 < cmdArgs.Length && int.TryParse(cmdArgs[i + 2], out int frames))
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game.ShotFrames = frames;
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}
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if (cmdArgs[i] == "--level" && int.TryParse(cmdArgs[i + 1], out int level))
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game.StartLevel = level;
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}
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if (cmdArgs[i] == "--level" && int.TryParse(cmdArgs[i + 1], out int level))
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game.StartLevel = level;
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game.Run();
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}
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finally
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{
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timeEndPeriod(1);
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}
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game.Run();
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