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Split the client into two timezones.
* Implement some kind of break, i.e. slow the main loop a little bit down and use special OPCODES to tell the CPU that we are in a very tight spin loop. This prevent overheating. * Introduce the render timezone for the renderer, call the renderer up to 300 times a second. This is currently hartcoded, a cvar will be introduced in a later commit. * Everything else is the game timezone, hartcoded to 60 frames. The game can't run faster anyways. * COmment old timeer based break. The code isn't removed because we need it to optionally support the old behaviour without time zones.
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