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GameEngineDevice/Source/W3DDevice/GameClient
GameEngine/Source/GameClient Expand file tree Collapse file tree 3 files changed +6
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lines changed Original file line number Diff line number Diff line change 2323// //////////////////////////////////////////////////////////////////////////////
2424
2525// InGameUI.cpp ///////////////////////////////////////////////////////////////////////////////////
26- // Implementation of in-game user interface singleton inteface
26+ // Implementation of in-game user interface singleton
2727// Author: Michael S. Booth, March 2001
2828// /////////////////////////////////////////////////////////////////////////////////////////////////
2929
@@ -1939,7 +1939,7 @@ void InGameUI::update( void )
19391939 if (m_cameraRotatingLeft || m_cameraRotatingRight || m_cameraZoomingIn || m_cameraZoomingOut)
19401940 {
19411941 // TheSuperHackers @tweak The camera rotation and zoom are now decoupled from the render update.
1942- const Real fpsRatio = (Real)BaseFps / TheFramePacer->getUpdateFps ();
1942+ const Real fpsRatio = TheFramePacer->getBaseOverUpdateFpsRatio ();
19431943 const Real rotateAngle = TheGlobalData->m_keyboardCameraRotateSpeed * fpsRatio;
19441944 const Real zoomHeight = (Real)View::ZoomHeightPerSecond * fpsRatio;
19451945
Original file line number Diff line number Diff line change 3030
3131#include " Common/FramePacer.h"
3232#include " Common/GameType.h"
33+ #include " Common/GameEngine.h"
3334#include " Common/MessageStream.h"
3435#include " Common/Player.h"
3536#include " Common/PlayerList.h"
@@ -440,7 +441,7 @@ GameMessageDisposition LookAtTranslator::translateGameMessage(const GameMessage
440441 {
441442
442443 // TheSuperHackers @bugfix Mauller 07/06/2025 The camera scrolling is now decoupled from the render update.
443- const Real fpsRatio = (Real)BaseFps / TheFramePacer->getUpdateFps ();
444+ const Real fpsRatio = TheFramePacer->getBaseOverUpdateFpsRatio ();
444445
445446 switch (m_scrollType)
446447 {
Original file line number Diff line number Diff line change @@ -1207,7 +1207,7 @@ void W3DView::update(void)
12071207 // if scrolling, only adjust if we're too close or too far
12081208 if (m_scrollAmount.length () < m_scrollAmountCutoff || (m_currentHeightAboveGround < m_minHeightAboveGround) || (TheGlobalData->m_enforceMaxCameraHeight && m_currentHeightAboveGround > m_maxHeightAboveGround))
12091209 {
1210- const Real fpsRatio = (Real)BaseFps / TheFramePacer->getUpdateFps ();
1210+ const Real fpsRatio = TheFramePacer->getBaseOverUpdateFpsRatio ();
12111211 const Real zoomAdj = (desiredZoom - m_zoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
12121212 if (fabs (zoomAdj) >= 0 .0001f ) // only do positive
12131213 {
@@ -1219,7 +1219,7 @@ void W3DView::update(void)
12191219 else if (!didScriptedMovement)
12201220 {
12211221 // we're not scrolling; settle toward desired height above ground
1222- const Real fpsRatio = (Real)BaseFps / TheFramePacer->getUpdateFps ();
1222+ const Real fpsRatio = TheFramePacer->getBaseOverUpdateFpsRatio ();
12231223 const Real zoomAdj = (m_zoom - desiredZoom) * TheGlobalData->m_cameraAdjustSpeed * fpsRatio;
12241224 if (fabs (zoomAdj) >= 0 .0001f )
12251225 {
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