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Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient Expand file tree Collapse file tree 1 file changed +4
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lines changed Original file line number Diff line number Diff line change @@ -1206,7 +1206,8 @@ void W3DView::update(void)
12061206 // if scrolling, only adjust if we're too close or too far
12071207 if (m_scrollAmount.length () < m_scrollAmountCutoff || (m_currentHeightAboveGround < m_minHeightAboveGround) || (TheGlobalData->m_enforceMaxCameraHeight && m_currentHeightAboveGround > m_maxHeightAboveGround))
12081208 {
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;
12101211 if (fabs (zoomAdj) >= 0 .0001f ) // only do positive
12111212 {
12121213 m_zoom += zoomAdj;
@@ -1217,7 +1218,8 @@ void W3DView::update(void)
12171218 else if (!didScriptedMovement)
12181219 {
12191220 // 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;
12211223 if (fabs (zoomAdj) >= 0 .0001f )
12221224 {
12231225 m_zoom -= zoomAdj;
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