CGlobalVarsBase
CGlobalVarsBase -- Global variables used by shared code
float realtime;
Absolute time
int framecount;
Absolute frame counter - continues to increase even if game is paused
float absoluteframetime;
Non-paused frametime
float absoluteframestarttimestddev;
float curtime;
Current time
On the client, this (along with tickcount) takes a different meaning based on what
piece of code you're in:
- While receiving network packets (like in PreDataUpdate/PostDataUpdate and proxies),
this is set to the SERVER TICKCOUNT for that packet. There is no interval between
the server ticks.
[server_current_Tick * tick_interval]
- While rendering, this is the exact client clock
[client_current_tick * tick_interval + interpolation_amount]
- During prediction, this is based on the client's current tick:
[client_current_tick * tick_interval]
-- Source SDK
float frametime;
Time spent on last server or client frame (has nothing to do with think intervals)
int maxClients;
Current maxplayers setting
int tickcount;
Simulation ticks - does not increase when game is paused
float interval_per_tick;
Simulation tick interval. tickrate = 1/interval_per_tick
float interpolation_amount;
interpolation amount ( client-only ) based on fraction of next tick which has elapsed
int simTicksThisFrame;
int network_protocol;
Current saverestore data
void* pSaveData;
bool m_bClient;
Set to true in client code.
bool m_bRemoteClient;
True if we are a remote clinet (needs prediction & interpolation - server not on this machine) as opposed to split-screen or local
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