Fix some timer calls

This commit is contained in:
Sergeanur 2021-06-05 13:13:27 +03:00
parent 6e4a2947ea
commit fad64667a7
4 changed files with 5 additions and 5 deletions

View file

@ -5395,7 +5395,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
float neededAlphaTurn = alphaToFace - carGunUD;
float alphaTurnPerFrame = CTimer::GetTimeStep() * 0.02f;
float alphaTurnPerFrame = CTimer::GetTimeStepInSeconds();
if (neededAlphaTurn > alphaTurnPerFrame) {
neededTurn = alphaTurnPerFrame;

View file

@ -1135,7 +1135,7 @@ DisplayGameDebugText()
FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
FramesPerSecond = FrameSamples / FramesPerSecondCounter;
#else
FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
FramesPerSecondCounter += 1000.0f / CTimer::GetTimeStepNonClippedInMilliseconds();
FramesPerSecond = FramesPerSecondCounter / FrameSamples;
#endif