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Use getBaseOverUpdateFpsRatio() for frame-rate independent timing in all game states
1 parent 1b3e8ed commit 276ed5c

4 files changed

Lines changed: 8 additions & 8 deletions

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Generals/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -271,8 +271,8 @@ void TransitionGroup::init( void )
271271

272272
void TransitionGroup::update( void )
273273
{
274-
// TheSuperHackers @tweak GUI transition timing is now decoupled from the render update.
275-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
274+
// TheSuperHackers @tweak bobtista GUI transition timing is now decoupled from the render update.
275+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
276276
m_currentFrame += m_directionMultiplier * timeScale; // we go forward or backwards depending.
277277
TransitionWindowList::iterator it = m_transitionWindowList.begin();
278278
while (it != m_transitionWindowList.end())

Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5430,10 +5430,10 @@ void InGameUI::updateAndDrawWorldAnimations( void )
54305430
}
54315431

54325432
// update the Z value
5433-
// TheSuperHackers @tweak World animation Z-rise is now decoupled from the render update.
5433+
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
54345434
if( wad->m_zRisePerSecond )
54355435
{
5436-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
5436+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
54375437
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
54385438
}
54395439

GeneralsMD/Code/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -271,8 +271,8 @@ void TransitionGroup::init( void )
271271

272272
void TransitionGroup::update( void )
273273
{
274-
// TheSuperHackers @tweak GUI transition timing is now decoupled from the render update.
275-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
274+
// TheSuperHackers @tweak bobtista GUI transition timing is now decoupled from the render update.
275+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
276276
m_currentFrame += m_directionMultiplier * timeScale; // we go forward or backwards depending.
277277
TransitionWindowList::iterator it = m_transitionWindowList.begin();
278278
while (it != m_transitionWindowList.end())

GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5603,10 +5603,10 @@ void InGameUI::updateAndDrawWorldAnimations( void )
56035603
}
56045604

56055605
// update the Z value
5606-
// TheSuperHackers @tweak World animation Z-rise is now decoupled from the render update.
5606+
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
56075607
if( wad->m_zRisePerSecond )
56085608
{
5609-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
5609+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
56105610
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
56115611
}
56125612

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