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Fix cutscene camera latency
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@ -410,7 +410,7 @@ CCutsceneMgr::Update(void)
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if (!ms_running) return;
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ms_cutsceneTimer += CTimer::GetTimeStepNonClipped() * 0.02f;
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ms_cutsceneTimer += CTimer::GetTimeStepNonClippedInSeconds();
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if (CGeneral::faststricmp(ms_cutsceneName, "end") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
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if (CPad::GetPad(0)->GetCrossJustDown()
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|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
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@ -3511,7 +3511,7 @@ CCam::Process_FlyBy(const CVector&, float, float, float)
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Up = CVector(0.0f, 0.0f, 1.0f);
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if(TheCamera.m_bStartingSpline)
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m_fTimeElapsedFloat += CTimer::GetTimeStepInMilliseconds();
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m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds();
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else{
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m_fTimeElapsedFloat = 0.0f;
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m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]);
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@ -21,6 +21,7 @@ public:
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static float GetTimeStepInMilliseconds() { return ms_fTimeStep / 50.0f * 1000.0f; }
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static const float &GetTimeStepNonClipped(void) { return ms_fTimeStepNonClipped; }
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static float GetTimeStepNonClippedInSeconds(void) { return ms_fTimeStepNonClipped / 50.0f; }
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static float GetTimeStepNonClippedInMilliseconds(void) { return ms_fTimeStepNonClipped / 50.0f * 1000.0f; }
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static void SetTimeStepNonClipped(float ts) { ms_fTimeStepNonClipped = ts; }
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static const uint32 &GetFrameCounter(void) { return m_FrameCounter; }
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static void SetFrameCounter(uint32 fc) { m_FrameCounter = fc; }
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