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… is frozen - With GENERALS_ONLINE_HIGH_FPS_SERVER the logic runs at 60 Hz and script timers tick only when HasLegacyFrameAdvanced() is true, which is updated from the parity of m_frame - While a script freezes time, GameLogic::update still runs the script engine every tick but returns before m_frame++, so the flag stays whatever the frozen frame left it at - An even frozen frame ran every timer twice as fast (briefing lines of MD_USA01 started on top of each other), an odd one stopped the timers altogether - ScriptEngine now counts its own legacy ticks while the frame stands still and keeps HasLegacyFrameAdvanced() whenever the frame moves, so normal and network play are unchanged
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With
GENERALS_ONLINE_HIGH_FPS_SERVERthe logic runs at 60 Hz and script timers tick onlywhen
HasLegacyFrameAdvanced()is true, which follows the parity ofm_frame.While a script freezes time,
GameLogic::updatestill runs the script engine every tick butreturns before
m_frame++, so the flag stays whatever the frozen frame left it at:MD_USA01start on top of each other);
ScriptEngine::hasLegacyTimerTickPassed()keepsHasLegacyFrameAdvanced()whenever the framemoves and counts its own legacy ticks while the frame stands still. Normal and network play
are unchanged: time is never frozen by script in a network game.