- use refcounted node pointers, so that no subsystem (nasal!) can invalidate them
- add frame signal for debugging purposes
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1 changed files with 9 additions and 6 deletions
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@ -205,19 +205,22 @@ static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
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static void fgMainLoop( void ) {
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int model_hz = fgGetInt("/sim/model-hz");
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static const SGPropertyNode *longitude
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static SGConstPropertyNode_ptr longitude
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= fgGetNode("/position/longitude-deg");
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static const SGPropertyNode *latitude
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static SGConstPropertyNode_ptr latitude
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= fgGetNode("/position/latitude-deg");
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static const SGPropertyNode *altitude
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static SGConstPropertyNode_ptr altitude
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= fgGetNode("/position/altitude-ft");
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static const SGPropertyNode *clock_freeze
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static SGConstPropertyNode_ptr clock_freeze
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= fgGetNode("/sim/freeze/clock", true);
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static const SGPropertyNode *cur_time_override
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static SGConstPropertyNode_ptr cur_time_override
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= fgGetNode("/sim/time/cur-time-override", true);
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static const SGPropertyNode *max_simtime_per_frame
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static SGConstPropertyNode_ptr max_simtime_per_frame
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= fgGetNode("/sim/max-simtime-per-frame", true);
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static SGPropertyNode_ptr frame_signal
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= fgGetNode("/sim/signals/frame", true);
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frame_signal->setBoolValue(true);
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SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
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bool scenery_loaded = fgGetBool("sim/sceneryloaded");
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