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Replicate in Generals
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  • Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient

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+4
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Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DView.cpp

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1206,7 +1206,8 @@ void W3DView::update(void)
12061206
// if scrolling, only adjust if we're too close or too far
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if (m_scrollAmount.length() < m_scrollAmountCutoff || (m_currentHeightAboveGround < m_minHeightAboveGround) || (TheGlobalData->m_enforceMaxCameraHeight && m_currentHeightAboveGround > m_maxHeightAboveGround))
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{
1209-
Real zoomAdj = (desiredZoom - m_zoom) * TheGlobalData->m_cameraAdjustSpeed * TheGameEngine->getActualLogicTimeScaleOverFpsRatio();
1209+
const Real fpsRatio = (Real)BaseFps / TheGameEngine->getUpdateFps();
1210+
const Real zoomAdj = (desiredZoom - m_zoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
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if (fabs(zoomAdj) >= 0.0001f) // only do positive
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{
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m_zoom += zoomAdj;
@@ -1217,7 +1218,8 @@ void W3DView::update(void)
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else if (!didScriptedMovement)
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{
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// we're not scrolling; settle toward desired height above ground
1220-
Real zoomAdj = (m_zoom - desiredZoom) * TheGlobalData->m_cameraAdjustSpeed * TheGameEngine->getActualLogicTimeScaleOverFpsRatio();
1221+
const Real fpsRatio = (Real)BaseFps / TheGameEngine->getUpdateFps();
1222+
const Real zoomAdj = (m_zoom - desiredZoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
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if (fabs(zoomAdj) >= 0.0001f)
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{
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m_zoom -= zoomAdj;

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