mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-27 02:01:48 +01:00
Fix cutscene camera latency
This commit is contained in:
parent
f1413c4776
commit
0ddc04743c
@ -410,7 +410,7 @@ CCutsceneMgr::Update(void)
|
||||
|
||||
if (!ms_running) return;
|
||||
|
||||
ms_cutsceneTimer += CTimer::GetTimeStepNonClipped() * 0.02f;
|
||||
ms_cutsceneTimer += CTimer::GetTimeStepNonClippedInSeconds();
|
||||
if (CGeneral::faststricmp(ms_cutsceneName, "end") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
|
||||
if (CPad::GetPad(0)->GetCrossJustDown()
|
||||
|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
|
||||
|
@ -3511,7 +3511,7 @@ CCam::Process_FlyBy(const CVector&, float, float, float)
|
||||
|
||||
Up = CVector(0.0f, 0.0f, 1.0f);
|
||||
if(TheCamera.m_bStartingSpline)
|
||||
m_fTimeElapsedFloat += CTimer::GetTimeStepInMilliseconds();
|
||||
m_fTimeElapsedFloat += CTimer::GetTimeStepNonClippedInMilliseconds();
|
||||
else{
|
||||
m_fTimeElapsedFloat = 0.0f;
|
||||
m_uiFinishTime = MS(TheCamera.m_arrPathArray[2].m_arr_PathData[10*((int)TheCamera.m_arrPathArray[2].m_arr_PathData[0]-1) + 1]);
|
||||
|
@ -21,6 +21,7 @@ public:
|
||||
static float GetTimeStepInMilliseconds() { return ms_fTimeStep / 50.0f * 1000.0f; }
|
||||
static const float &GetTimeStepNonClipped(void) { return ms_fTimeStepNonClipped; }
|
||||
static float GetTimeStepNonClippedInSeconds(void) { return ms_fTimeStepNonClipped / 50.0f; }
|
||||
static float GetTimeStepNonClippedInMilliseconds(void) { return ms_fTimeStepNonClipped / 50.0f * 1000.0f; }
|
||||
static void SetTimeStepNonClipped(float ts) { ms_fTimeStepNonClipped = ts; }
|
||||
static const uint32 &GetFrameCounter(void) { return m_FrameCounter; }
|
||||
static void SetFrameCounter(uint32 fc) { m_FrameCounter = fc; }
|
||||
|
Loading…
Reference in New Issue
Block a user