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60 fps #15

@jummy0

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@jummy0

this includes migrating all timespace calculations to fixed-point math to maintain behavior (barring sub-frame inputs what would have previously been impossible). this will solve arbitrary single framerates, but i don't know what to do about dynamic fps. perhaps just base all time calculations on a common, miniscule tick resolution that is multiplied and possibly rounded for arbitrary rates. am i even saying words anymore

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    BIGlarge and difficult problemenhancementEventually™non-matchingdeviates from the retail game's functionalityughhhhhhhhugh

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