Fix some timer calls

This commit is contained in:
Sergeanur 2021-05-28 09:44:09 +03:00
parent a11bf19b93
commit 68b5270fe4
4 changed files with 5 additions and 5 deletions

View file

@ -108,7 +108,7 @@ void COnscreenTimerEntry::Process() {
int32* timerPtr = CTheScripts::GetPointerToScriptVariable(m_nTimerOffset); int32* timerPtr = CTheScripts::GetPointerToScriptVariable(m_nTimerOffset);
int32 oldTime = *timerPtr; int32 oldTime = *timerPtr;
int32 newTime = oldTime - int32(CTimer::GetTimeStepInSeconds() * 1000); int32 newTime = oldTime - int32(CTimer::GetTimeStepInMilliseconds());
if(newTime < 0) { if(newTime < 0) {
*timerPtr = 0; *timerPtr = 0;
m_bTimerProcessed = 0; m_bTimerProcessed = 0;

View file

@ -1180,7 +1180,7 @@ DisplayGameDebugText()
FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
FramesPerSecond = FrameSamples / FramesPerSecondCounter; FramesPerSecond = FrameSamples / FramesPerSecondCounter;
#else #else
FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f); FramesPerSecondCounter += 1000.0f / CTimer::GetTimeStepNonClippedInMilliseconds();
FramesPerSecond = FramesPerSecondCounter / FrameSamples; FramesPerSecond = FramesPerSecondCounter / FrameSamples;
#endif #endif

View file

@ -2501,7 +2501,7 @@ CPed::ProcessControl(void)
if (m_nPedState == PED_JUMP) { if (m_nPedState == PED_JUMP) {
if (m_nWaitTimer <= 2000) { if (m_nWaitTimer <= 2000) {
if (m_nWaitTimer < 1000) if (m_nWaitTimer < 1000)
m_nWaitTimer += CTimer::GetTimeStep() * 0.02f * 1000.0f; m_nWaitTimer += CTimer::GetTimeStepInMilliseconds();
} else { } else {
m_nWaitTimer = 0; m_nWaitTimer = 0;
} }

View file

@ -714,7 +714,7 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
if (m_nPedState == PED_JUMP) { if (m_nPedState == PED_JUMP) {
if (bIsInTheAir) { if (bIsInTheAir) {
if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f) if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) { && m_fDistanceTravelled < CTimer::GetTimeStepInSeconds() && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
float angleCos = Cos(m_fRotationCur); float angleCos = Cos(m_fRotationCur);
@ -1205,7 +1205,7 @@ CPlayerPed::PlayerControlZelda(CPad *padUsed)
if (m_nPedState == PED_JUMP) { if (m_nPedState == PED_JUMP) {
if (bIsInTheAir) { if (bIsInTheAir) {
if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f) if (bUsesCollision && !bHitSteepSlope && (!bHitSomethingLastFrame || m_vecDamageNormal.z > 0.6f)
&& m_fDistanceTravelled < CTimer::GetTimeStep() * 0.02 && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) { && m_fDistanceTravelled < CTimer::GetTimeStepInSeconds() && m_vecMoveSpeed.MagnitudeSqr() < 0.01f) {
float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O float angleSin = Sin(m_fRotationCur); // originally sin(DEGTORAD(RADTODEG(m_fRotationCur))) o_O
float angleCos = Cos(m_fRotationCur); float angleCos = Cos(m_fRotationCur);