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Fix game not allowing to catch up if rendering is slow.
Refactored game_update to use the given parameters from context.
This commit is contained in:
committed by
Michael Steenbeek
parent
c11e925f40
commit
ad4eaff323
@@ -248,7 +248,7 @@ private:
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break;
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case TITLE_SCRIPT_WAIT:
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// The waitCounter is measured in 25-ms game ticks. Previously it was seconds * 40 ticks/second, now it is ms / 25 ms/tick
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_waitCounter = Math::Max<sint32>(1, command->Milliseconds / UPDATE_TIME_MS);
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_waitCounter = Math::Max<sint32>(1, command->Milliseconds / (uint32)GAME_UPDATE_TIME_MS);
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break;
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case TITLE_SCRIPT_LOADMM:
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{
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