Remove vehicle measurements from framerate counter
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@@ -2055,7 +2055,7 @@ bool Aircraft::Tick()
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{
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if (!this->IsNormalAircraft()) return true;
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PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);
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// PerformanceAccumulator framerate(PFE_GL_AIRCRAFT);
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this->tick_counter++;
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@@ -305,13 +305,13 @@ void PerformanceAccumulator::Reset(PerformanceElement elem)
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void ShowFrametimeGraphWindow(PerformanceElement elem);
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static const PerformanceElement DISPLAY_ORDER_PFE[PFE_MAX] = {
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static const PerformanceElement DISPLAY_ORDER_PFE[PFE_MAX - 4] = {
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PFE_GAMELOOP,
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PFE_GL_ECONOMY,
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PFE_GL_TRAINS,
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PFE_GL_ROADVEHS,
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PFE_GL_SHIPS,
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PFE_GL_AIRCRAFT,
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// PFE_GL_TRAINS,
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// PFE_GL_ROADVEHS,
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// PFE_GL_SHIPS,
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// PFE_GL_AIRCRAFT,
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PFE_GL_LANDSCAPE,
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PFE_ALLSCRIPTS,
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PFE_GAMESCRIPT,
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@@ -1588,7 +1588,7 @@ Money RoadVehicle::GetRunningCost() const
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bool RoadVehicle::Tick()
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{
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PerformanceAccumulator framerate(PFE_GL_ROADVEHS);
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// PerformanceAccumulator framerate(PFE_GL_ROADVEHS);
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this->tick_counter++;
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@@ -793,7 +793,7 @@ reverse_direction:
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bool Ship::Tick()
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{
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PerformanceAccumulator framerate(PFE_GL_SHIPS);
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// PerformanceAccumulator framerate(PFE_GL_SHIPS);
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if (!(this->vehstatus & VS_STOPPED)) this->running_ticks++;
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@@ -3901,7 +3901,7 @@ Money Train::GetRunningCost() const
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*/
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bool Train::Tick()
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{
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PerformanceAccumulator framerate(PFE_GL_TRAINS);
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// PerformanceAccumulator framerate(PFE_GL_TRAINS);
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this->tick_counter++;
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