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https://github.com/JGRennison/OpenTTD-patches.git
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Codechange: [Video] move InteractiveRandom() to the VideoDriver
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@ -482,8 +482,6 @@ void VideoDriver_Allegro::InputLoop()
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void VideoDriver_Allegro::MainLoop()
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{
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for (;;) {
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InteractiveRandom(); // randomness
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if (_exit_game) return;
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if (this->Tick()) {
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@ -437,9 +437,6 @@ void VideoDriver_Cocoa::GameLoop()
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{
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for (;;) {
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@autoreleasepool {
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InteractiveRandom(); // randomness
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if (_exit_game) {
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/* Restore saved resolution if in fullscreen mode. */
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if (this->IsFullscreen()) _cur_resolution = this->orig_res;
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@ -275,8 +275,6 @@ void VideoDriver_Dedicated::MainLoop()
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}
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while (!_exit_game) {
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InteractiveRandom(); // randomness
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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_fast_forward = _ddc_fastforward;
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@ -628,8 +628,6 @@ void VideoDriver_SDL_Base::InputLoop()
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void VideoDriver_SDL_Base::LoopOnce()
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{
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InteractiveRandom(); // randomness
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if (_exit_game) {
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#ifdef __EMSCRIPTEN__
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/* Emscripten is event-driven, and as such the main loop is inside
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@ -718,8 +718,6 @@ void VideoDriver_SDL::MainLoop()
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DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
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for (;;) {
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InteractiveRandom(); // randomness
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if (_exit_game) break;
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if (this->Tick()) {
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@ -9,6 +9,7 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../core/random_func.hpp"
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#include "../gfx_func.h"
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#include "../progress.h"
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#include "../thread.h"
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@ -24,6 +25,10 @@ bool VideoDriver::Tick()
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auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - this->last_realtime_tick);
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_realtime_tick += delta.count();
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this->last_realtime_tick += delta;
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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}
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if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
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@ -907,8 +907,6 @@ void VideoDriver_Win32Base::MainLoop()
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}
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for (;;) {
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InteractiveRandom(); // randomness
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if (_exit_game) break;
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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