Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This means that the fast-forward was limited also by how fast we could draw, something that people in general don't expect. To give an extreme case, if you are fully zoomed out on a busy map, fast-forward would be mostly limited because of the time it takes to draw the screen. By decoupling the draw-tick and game-tick, we can keep the pace of the draw-tick the same while speeding up the game-tick. To use the extreme case as example again, if you are fully zoomed out now, the screen only redraws 33.33 times per second, fast-forwarding or not. This means fast-forward is much more likely to go at the same speed, no matter what you are looking at.
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						Patric Stout
					
				
			
			
				
	
			
			
			
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			@@ -21,6 +21,7 @@
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#include "../core/random_func.hpp"
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#include "../saveload/saveload.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include "dedicated_v.h"
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#ifdef __OS2__
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@@ -295,6 +296,7 @@ void VideoDriver_Dedicated::MainLoop()
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			next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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			GameLoop();
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			InputLoop();
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			UpdateWindows();
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		}
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