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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
240 lines
7.2 KiB
C++
240 lines
7.2 KiB
C++
/*************************************************************************/
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/* engine.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "engine.h"
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#include "core/authors.gen.h"
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#include "core/donors.gen.h"
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#include "core/license.gen.h"
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#include "core/version.h"
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#include "core/version_hash.gen.h"
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void Engine::set_iterations_per_second(int p_ips) {
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ERR_FAIL_COND_MSG(p_ips <= 0, "Engine iterations per second must be greater than 0.");
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ips = p_ips;
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}
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int Engine::get_iterations_per_second() const {
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return ips;
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}
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void Engine::set_physics_jitter_fix(float p_threshold) {
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if (p_threshold < 0)
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p_threshold = 0;
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physics_jitter_fix = p_threshold;
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}
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float Engine::get_physics_jitter_fix() const {
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return physics_jitter_fix;
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}
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void Engine::set_target_fps(int p_fps) {
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_target_fps = p_fps > 0 ? p_fps : 0;
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}
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float Engine::get_target_fps() const {
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return _target_fps;
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}
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uint64_t Engine::get_frames_drawn() {
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return frames_drawn;
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}
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void Engine::set_frame_delay(uint32_t p_msec) {
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_frame_delay = p_msec;
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}
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uint32_t Engine::get_frame_delay() const {
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return _frame_delay;
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}
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void Engine::set_time_scale(float p_scale) {
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_time_scale = p_scale;
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}
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float Engine::get_time_scale() const {
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return _time_scale;
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}
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Dictionary Engine::get_version_info() const {
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Dictionary dict;
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dict["major"] = VERSION_MAJOR;
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dict["minor"] = VERSION_MINOR;
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#ifdef VERSION_PATCH
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dict["patch"] = VERSION_PATCH;
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#else
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dict["patch"] = 0;
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#endif
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dict["hex"] = VERSION_HEX;
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dict["status"] = VERSION_STATUS;
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dict["build"] = VERSION_BUILD;
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dict["year"] = VERSION_YEAR;
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String hash = VERSION_HASH;
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dict["hash"] = hash.length() == 0 ? String("unknown") : hash;
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String stringver = String(dict["major"]) + "." + String(dict["minor"]);
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if ((int)dict["patch"] != 0)
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stringver += "." + String(dict["patch"]);
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stringver += "-" + String(dict["status"]) + " (" + String(dict["build"]) + ")";
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dict["string"] = stringver;
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return dict;
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}
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static Array array_from_info(const char *const *info_list) {
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Array arr;
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for (int i = 0; info_list[i] != NULL; i++) {
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arr.push_back(info_list[i]);
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}
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return arr;
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}
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static Array array_from_info_count(const char *const *info_list, int info_count) {
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Array arr;
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for (int i = 0; i < info_count; i++) {
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arr.push_back(info_list[i]);
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}
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return arr;
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}
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Dictionary Engine::get_author_info() const {
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Dictionary dict;
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dict["lead_developers"] = array_from_info(AUTHORS_LEAD_DEVELOPERS);
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dict["project_managers"] = array_from_info(AUTHORS_PROJECT_MANAGERS);
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dict["founders"] = array_from_info(AUTHORS_FOUNDERS);
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dict["developers"] = array_from_info(AUTHORS_DEVELOPERS);
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return dict;
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}
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Array Engine::get_copyright_info() const {
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Array components;
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for (int component_index = 0; component_index < COPYRIGHT_INFO_COUNT; component_index++) {
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const ComponentCopyright &cp_info = COPYRIGHT_INFO[component_index];
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Dictionary component_dict;
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component_dict["name"] = cp_info.name;
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Array parts;
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for (int i = 0; i < cp_info.part_count; i++) {
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const ComponentCopyrightPart &cp_part = cp_info.parts[i];
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Dictionary part_dict;
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part_dict["files"] = array_from_info_count(cp_part.files, cp_part.file_count);
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part_dict["copyright"] = array_from_info_count(cp_part.copyright_statements, cp_part.copyright_count);
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part_dict["license"] = cp_part.license;
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parts.push_back(part_dict);
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}
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component_dict["parts"] = parts;
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components.push_back(component_dict);
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}
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return components;
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}
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Dictionary Engine::get_donor_info() const {
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Dictionary donors;
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donors["platinum_sponsors"] = array_from_info(DONORS_SPONSOR_PLAT);
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donors["gold_sponsors"] = array_from_info(DONORS_SPONSOR_GOLD);
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donors["mini_sponsors"] = array_from_info(DONORS_SPONSOR_MINI);
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donors["gold_donors"] = array_from_info(DONORS_GOLD);
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donors["silver_donors"] = array_from_info(DONORS_SILVER);
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donors["bronze_donors"] = array_from_info(DONORS_BRONZE);
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return donors;
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}
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Dictionary Engine::get_license_info() const {
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Dictionary licenses;
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for (int i = 0; i < LICENSE_COUNT; i++) {
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licenses[LICENSE_NAMES[i]] = LICENSE_BODIES[i];
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}
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return licenses;
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}
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String Engine::get_license_text() const {
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return String(GODOT_LICENSE_TEXT);
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}
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void Engine::add_singleton(const Singleton &p_singleton) {
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singletons.push_back(p_singleton);
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singleton_ptrs[p_singleton.name] = p_singleton.ptr;
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}
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Object *Engine::get_singleton_object(const String &p_name) const {
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const Map<StringName, Object *>::Element *E = singleton_ptrs.find(p_name);
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ERR_FAIL_COND_V_MSG(!E, NULL, "Failed to retrieve non-existent singleton '" + p_name + "'.");
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return E->get();
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};
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bool Engine::has_singleton(const String &p_name) const {
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return singleton_ptrs.has(p_name);
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};
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void Engine::get_singletons(List<Singleton> *p_singletons) {
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for (List<Singleton>::Element *E = singletons.front(); E; E = E->next())
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p_singletons->push_back(E->get());
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}
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Engine *Engine::singleton = NULL;
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Engine *Engine::get_singleton() {
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return singleton;
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}
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Engine::Engine() {
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singleton = this;
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frames_drawn = 0;
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ips = 60;
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physics_jitter_fix = 0.5;
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_physics_interpolation_fraction = 0.0f;
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_frame_delay = 0;
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_fps = 1;
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_target_fps = 0;
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_time_scale = 1.0;
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_pixel_snap = false;
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_physics_frames = 0;
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_idle_frames = 0;
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_in_physics = false;
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_frame_ticks = 0;
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_frame_step = 0;
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editor_hint = false;
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}
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