simplify BoostAppPriority -> g_bNeverBoostAppPriority
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@@ -24,8 +24,7 @@
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static RageTimer g_GameplayTimer;
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enum BoostAppPriority { BOOST_NO, BOOST_YES, BOOST_AUTO }; /* auto = do whatever is appropriate for the arch. */
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static Preference<BoostAppPriority,int> g_BoostAppPriority( "BoostAppPriority", BOOST_AUTO );
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static Preference<bool> g_bNeverBoostAppPriority( "NeverBoostAppPriority", false );
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/* experimental: force a specific update rate. This prevents big
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* animation jumps on frame skips. 0 to disable. */
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@@ -64,12 +63,11 @@ static void CheckGameLoopTimerSkips( float fDeltaTime )
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static bool ChangeAppPri()
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{
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if( g_BoostAppPriority.Get() == BOOST_NO )
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if( g_bNeverBoostAppPriority.Get() )
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return false;
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// if using NTPAD don't boost or else input is laggy
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#if defined(_WINDOWS)
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if( g_BoostAppPriority == BOOST_AUTO )
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{
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vector<InputDeviceInfo> vDevices;
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@@ -89,13 +87,12 @@ static bool ChangeAppPri()
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}
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#endif
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/* If -1 and this is a debug build, don't. It makes the debugger sluggish. */
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#ifdef DEBUG
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if( g_BoostAppPriority == BOOST_AUTO )
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return false;
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#endif
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/* If this is a debug build, don't. It makes the VC debugger sluggish. */
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#if defined(WIN32) && defined(DEBUG)
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return false;
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#else
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return true;
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#endif
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}
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static void CheckFocus()
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