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RTEAssert(timeIncrease > 0, "It seems your CPU is giving bad timing data to the game, this is known to happen on some multi-core processors. This may be fixed by downloading the latest CPU drivers from AMD or Intel.");
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// If not paused, add the new time difference to the sim accumulator, scaling by the TimeScale.
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if (!m_SimPaused) { m_SimAccumulator += static_cast<longlong>(static_cast<float>(timeIncrease) * m_TimeScale); }
RTEAssert(m_SimAccumulator >= 0, "Negative sim time accumulator?!");
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// Reset the counter since the last drawn update. Set it negative since we're counting full pure sim updates and this will be incremented to 0 on next SimUpdate.
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if (m_DrawnSimUpdate) { m_SimUpdatesSinceDrawn = -1; }
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// Override the accumulator and just put one delta time in there so sim updates only once per frame.
/// Gets the number of ticks per second (the resolution of the timer).
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/// </summary>
@@ -241,7 +229,6 @@ namespace RTE {
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bool m_SimPaused; //!< Simulation paused; no real time ticks will go to the sim accumulator.
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bool m_OneSimUpdatePerFrame; //!< Whether to force this to artificially make time for only one single sim update for the graphics frame. Useful for debugging or profiling.
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bool m_SimSpeedLimited; //!< Whether the simulation is limited to going at 1.0x and not faster.
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