CGlobalVarsBase
float realtime;
int framecount;
float absoluteframetime;
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]float frametime;
int maxClients;
int tickcount;
float interval_per_tick;
float interpolation_amount;
int simTicksThisFrame;
int network_protocol;
void* pSaveData;
bool m_bClient;
bool m_bRemoteClient;
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