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Fix some timer calls
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parent
a11bf19b93
commit
68b5270fe4
4 changed files with 5 additions and 5 deletions
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@ -108,7 +108,7 @@ void COnscreenTimerEntry::Process() {
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int32* timerPtr = CTheScripts::GetPointerToScriptVariable(m_nTimerOffset);
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int32* timerPtr = CTheScripts::GetPointerToScriptVariable(m_nTimerOffset);
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int32 oldTime = *timerPtr;
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int32 oldTime = *timerPtr;
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int32 newTime = oldTime - int32(CTimer::GetTimeStepInSeconds() * 1000);
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int32 newTime = oldTime - int32(CTimer::GetTimeStepInMilliseconds());
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if(newTime < 0) {
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if(newTime < 0) {
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*timerPtr = 0;
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*timerPtr = 0;
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m_bTimerProcessed = 0;
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m_bTimerProcessed = 0;
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@ -1180,7 +1180,7 @@ DisplayGameDebugText()
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FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
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FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
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FramesPerSecond = FrameSamples / FramesPerSecondCounter;
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FramesPerSecond = FrameSamples / FramesPerSecondCounter;
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#else
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#else
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FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
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FramesPerSecondCounter += 1000.0f / CTimer::GetTimeStepNonClippedInMilliseconds();
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FramesPerSecond = FramesPerSecondCounter / FrameSamples;
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FramesPerSecond = FramesPerSecondCounter / FrameSamples;
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#endif
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#endif
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@ -2501,7 +2501,7 @@ CPed::ProcessControl(void)
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if (m_nPedState == PED_JUMP) {
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if (m_nPedState == PED_JUMP) {
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if (m_nWaitTimer <= 2000) {
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if (m_nWaitTimer <= 2000) {
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if (m_nWaitTimer < 1000)
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if (m_nWaitTimer < 1000)
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m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f;
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m_nWaitTimer += CTimer::GetTimeStepInMilliseconds();
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} else {
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} else {
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m_nWaitTimer = 0;
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m_nWaitTimer = 0;
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}
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}
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@ -714,7 +714,7 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
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if (m_nPedState == PED_JUMP) {
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if (m_nPedState == PED_JUMP) {
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if (bIsInTheAir) {
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if (bIsInTheAir) {
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if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
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if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
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&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
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&& m_fDistanceTravelled < CTimer::GetTimeStepInSeconds() && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
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float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
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float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
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float angleCos = Cos(m_fRotationCur);
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float angleCos = Cos(m_fRotationCur);
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@ -1205,7 +1205,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
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if (m_nPedState == PED_JUMP) {
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if (m_nPedState == PED_JUMP) {
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if (bIsInTheAir) {
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if (bIsInTheAir) {
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if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
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if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
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&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
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&& m_fDistanceTravelled < CTimer::GetTimeStepInSeconds() && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
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float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
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float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
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float angleCos = Cos(m_fRotationCur);
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float angleCos = Cos(m_fRotationCur);
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