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| author | Magnus Auvinen <magnus.auvinen@gmail.com> | 2012-01-01 13:38:46 +0100 |
|---|---|---|
| committer | Magnus Auvinen <magnus.auvinen@gmail.com> | 2012-01-01 13:38:46 +0100 |
| commit | c1942ca6cbafb605e3ebc8e8cfabf982144f388f (patch) | |
| tree | bbec7885b34053d3075c0997498f9eab49a25b77 /src/game/client | |
| parent | 8b76105cfa70e74b76e38ed2a867e806bba8e0ff (diff) | |
| download | zcatch-c1942ca6cbafb605e3ebc8e8cfabf982144f388f.tar.gz zcatch-c1942ca6cbafb605e3ebc8e8cfabf982144f388f.zip | |
fixed the render frame time and cleaned up some more code
Diffstat (limited to 'src/game/client')
| -rw-r--r-- | src/game/client/components/hud.cpp | 2 | ||||
| -rw-r--r-- | src/game/client/components/items.cpp | 3 |
2 files changed, 1 insertions, 4 deletions
diff --git a/src/game/client/components/hud.cpp b/src/game/client/components/hud.cpp index 17365116..df3afdea 100644 --- a/src/game/client/components/hud.cpp +++ b/src/game/client/components/hud.cpp @@ -248,7 +248,7 @@ void CHud::RenderFps() if(g_Config.m_ClShowfps) { // calculate avg. fps - float FPS = 1.0f / Client()->FrameTime(); + float FPS = 1.0f / Client()->RenderFrameTime(); m_AverageFPS = (m_AverageFPS*(1.0f-(1.0f/m_AverageFPS))) + (FPS*(1.0f/m_AverageFPS)); char Buf[512]; str_format(Buf, sizeof(Buf), "%d", (int)m_AverageFPS); diff --git a/src/game/client/components/items.cpp b/src/game/client/components/items.cpp index 1c338994..9f787a4b 100644 --- a/src/game/client/components/items.cpp +++ b/src/game/client/components/items.cpp @@ -22,7 +22,6 @@ void CItems::OnReset() void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) { - // get positions float Curvature = 0; float Speed = 0; @@ -64,7 +63,6 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) if(pCurrent->m_Type == WEAPON_GRENADE) { m_pClient->m_pEffects->SmokeTrail(Pos, Vel*-1); - m_pClient->m_pFlow->Add(Pos, Vel*1000*Client()->FrameTime(), 10.0f); if(Client()->State() == IClient::STATE_DEMOPLAYBACK) { @@ -85,7 +83,6 @@ void CItems::RenderProjectile(const CNetObj_Projectile *pCurrent, int ItemID) else { m_pClient->m_pEffects->BulletTrail(Pos); - m_pClient->m_pFlow->Add(Pos, Vel*1000*Client()->FrameTime(), 10.0f); if(length(Vel) > 0.00001f) Graphics()->QuadsSetRotation(GetAngle(Vel)); |