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Use getBaseOverUpdateFpsRatio() for frame-rate independent timing in all game states
1 parent cff9563 commit e6cd525

3 files changed

Lines changed: 6 additions & 6 deletions

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Core/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 )
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272272
void TransitionGroup::update( void )
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{
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();
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m_currentFrame += m_directionMultiplier * timeScale; // we go forward or backwards depending.
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TransitionWindowList::iterator it = m_transitionWindowList.begin();
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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
@@ -5534,10 +5534,10 @@ void InGameUI::updateAndDrawWorldAnimations( void )
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}
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// update the Z value
5537-
// TheSuperHackers @tweak World animation Z-rise is now decoupled from the render update.
5537+
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
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if( wad->m_zRisePerSecond )
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{
5540-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
5540+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
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wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
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}
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GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -5707,10 +5707,10 @@ void InGameUI::updateAndDrawWorldAnimations( void )
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}
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// update the Z value
5710-
// TheSuperHackers @tweak World animation Z-rise is now decoupled from the render update.
5710+
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
57115711
if( wad->m_zRisePerSecond )
57125712
{
5713-
const Real timeScale = TheFramePacer->getActualLogicTimeScaleOverFpsRatio();
5713+
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
57145714
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
57155715
}
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