optimize: Add GetTimeSinceStartFast() that caches the time for archs where GetMicrosecondsSinceStart() is slow
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@@ -125,8 +125,8 @@ void Inventory::Update( float fDelta )
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GAMESTATE->m_fSongBeat < GAMESTATE->m_pCurSong->m_fLastBeat )
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{
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// every 1 seconds, try to use an item
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int iLastSecond = (int)(RageTimer::GetTimeSinceStart() - fDelta);
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int iThisSecond = (int)RageTimer::GetTimeSinceStart();
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int iLastSecond = (int)(RageTimer::GetTimeSinceStartFast() - fDelta);
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int iThisSecond = (int)RageTimer::GetTimeSinceStartFast();
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if( iLastSecond != iThisSecond )
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{
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for( int s=0; s<NUM_INVENTORY_SLOTS; s++ )
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