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2 changes: 1 addition & 1 deletion Core/GameEngine/Include/GameClient/GameWindowTransitions.h
Original file line number Diff line number Diff line change
Expand Up @@ -647,7 +647,7 @@ class TransitionGroup
typedef std::list<TransitionWindow *> TransitionWindowList;
TransitionWindowList m_transitionWindowList;
Int m_directionMultiplier;
Int m_currentFrame; ///< maintain how long we've spent on this transition;
Real m_currentFrame; ///< maintain how long we've spent on this transition (in 30fps-equivalent frames);
AsciiString m_name;
};

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11 changes: 7 additions & 4 deletions Core/GameEngine/Source/GameClient/GUI/GameWindowTransitions.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,7 @@
#include "GameClient/GameWindowTransitions.h"
#include "GameClient/GameWindow.h"
#include "GameClient/GameWindowManager.h"
#include "Common/FramePacer.h"
//-----------------------------------------------------------------------------
// DEFINES ////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
Expand Down Expand Up @@ -239,7 +240,7 @@ Int TransitionWindow::getTotalFrames( void )
//-----------------------------------------------------------------------------
TransitionGroup::TransitionGroup( void )
{
m_currentFrame = 0;
m_currentFrame = 0.0f;
m_fireOnce = FALSE;
}

Expand All @@ -256,7 +257,7 @@ TransitionGroup::~TransitionGroup( void )

void TransitionGroup::init( void )
{
m_currentFrame = 0;
m_currentFrame = 0.0f;
m_directionMultiplier = 1;
TransitionWindowList::iterator it = m_transitionWindowList.begin();
while (it != m_transitionWindowList.end())
Expand All @@ -270,7 +271,9 @@ void TransitionGroup::init( void )

void TransitionGroup::update( void )
{
m_currentFrame += m_directionMultiplier; // we go forward or backwards depending.
// TheSuperHackers @tweak bobtista GUI transition timing is now decoupled from the render update.
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
m_currentFrame += m_directionMultiplier * timeScale; // we go forward or backwards depending.
TransitionWindowList::iterator it = m_transitionWindowList.begin();
while (it != m_transitionWindowList.end())
{
Expand Down Expand Up @@ -315,7 +318,7 @@ void TransitionGroup::reverse( void )
tWin->reverse(totalFrames);
it++;
}
m_currentFrame = totalFrames;
m_currentFrame = (Real)totalFrames;
// m_currentFrame ++;
}

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6 changes: 5 additions & 1 deletion Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5534,8 +5534,12 @@ void InGameUI::updateAndDrawWorldAnimations( void )
}

// update the Z value
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
if( wad->m_zRisePerSecond )
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND;
{
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
}

}

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6 changes: 5 additions & 1 deletion GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5707,8 +5707,12 @@ void InGameUI::updateAndDrawWorldAnimations( void )
}

// update the Z value
// TheSuperHackers @tweak bobtista World animation Z-rise is now decoupled from the render update.
if( wad->m_zRisePerSecond )
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND;
{
const Real timeScale = TheFramePacer->getBaseOverUpdateFpsRatio();
wad->m_worldPos.z += wad->m_zRisePerSecond / LOGICFRAMES_PER_SECOND * timeScale;
}

}

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