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GameEngineDevice/Source/W3DDevice/GameClient
GameEngine/Source/GameClient Expand file tree Collapse file tree 3 files changed +5
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lines changed Original file line number Diff line number Diff line change @@ -1945,7 +1945,7 @@ void InGameUI::update( void )
19451945 if (m_cameraRotatingLeft || m_cameraRotatingRight || m_cameraZoomingIn || m_cameraZoomingOut)
19461946 {
19471947 // TheSuperHackers @tweak The camera rotation and zoom are now decoupled from the render update.
1948- const Real fpsRatio = (Real)BaseFps / TheDisplay-> getAverageFPS ();
1948+ const Real fpsRatio = (Real)BaseFps / TheGameEngine-> getUpdateFps ();
19491949 const Real rotateAngle = TheGlobalData->m_keyboardCameraRotateSpeed * fpsRatio;
19501950 const Real zoomHeight = (Real)View::ZoomHeightPerSecond * fpsRatio;
19511951
Original file line number Diff line number Diff line change 2929#include " PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
3030
3131#include " Common/GameType.h"
32+ #include " Common/GameEngine.h"
3233#include " Common/MessageStream.h"
3334#include " Common/Player.h"
3435#include " Common/PlayerList.h"
@@ -438,7 +439,7 @@ GameMessageDisposition LookAtTranslator::translateGameMessage(const GameMessage
438439 {
439440
440441 // TheSuperHackers @bugfix Mauller 07/06/2025 The camera scrolling is now decoupled from the render update.
441- const Real fpsRatio = (Real)BaseFps / TheDisplay-> getAverageFPS ();
442+ const Real fpsRatio = (Real)BaseFps / TheGameEngine-> getUpdateFps ();
442443
443444 switch (m_scrollType)
444445 {
Original file line number Diff line number Diff line change @@ -1355,7 +1355,7 @@ void W3DView::update(void)
13551355 // if scrolling, only adjust if we're too close or too far
13561356 if (m_scrollAmount.length () < m_scrollAmountCutoff || (m_currentHeightAboveGround < m_minHeightAboveGround) || (TheGlobalData->m_enforceMaxCameraHeight && m_currentHeightAboveGround > m_maxHeightAboveGround))
13571357 {
1358- const Real fpsRatio = (Real)BaseFps / TheDisplay-> getAverageFPS ();
1358+ const Real fpsRatio = (Real)BaseFps / TheGameEngine-> getUpdateFps ();
13591359 const Real zoomAdj = (desiredZoom - m_zoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
13601360 if (fabs (zoomAdj) >= 0 .0001f ) // only do positive
13611361 {
@@ -1367,7 +1367,7 @@ void W3DView::update(void)
13671367 else if (!didScriptedMovement)
13681368 {
13691369 // we're not scrolling; settle toward desired height above ground
1370- const Real fpsRatio = (Real)BaseFps / TheDisplay-> getAverageFPS ();
1370+ const Real fpsRatio = (Real)BaseFps / TheGameEngine-> getUpdateFps ();
13711371 const Real zoomAdj = (m_zoom - desiredZoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
13721372 if (fabs (zoomAdj) >= 0 .0001f )
13731373 {
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