[Scummvm-git-logs] scummvm master -> bbae422cbe1b500c7a49d6067c33c8b3c2fe8d20
aquadran
noreply at scummvm.org
Fri Sep 5 14:08:54 UTC 2025
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
bbae422cbe WINTERMUTE: Corrected to right variable
Commit: bbae422cbe1b500c7a49d6067c33c8b3c2fe8d20
https://github.com/scummvm/scummvm/commit/bbae422cbe1b500c7a49d6067c33c8b3c2fe8d20
Author: PaweÅ KoÅodziejski (aquadran at gmail.com)
Date: 2025-09-05T16:08:47+02:00
Commit Message:
WINTERMUTE: Corrected to right variable
Changed paths:
engines/wintermute/ad/ad_actor_3dx.cpp
diff --git a/engines/wintermute/ad/ad_actor_3dx.cpp b/engines/wintermute/ad/ad_actor_3dx.cpp
index 1aa85b019ef..8b9f7f6e388 100644
--- a/engines/wintermute/ad/ad_actor_3dx.cpp
+++ b/engines/wintermute/ad/ad_actor_3dx.cpp
@@ -170,25 +170,25 @@ bool AdActor3DX::update() {
float turnVel = _directTurnVelocity == 0.0f ? _angVelocity : _directTurnVelocity;
if (_directTurnMode == DIRECT_TURN_CW) {
- _angle += turnVel * (float)_game->_deltaTime / 1000.f;
+ _angle += turnVel * (float)_game->_timerDelta / 1000.f;
_angle = BaseUtils::normalizeAngle(_angle);
}
if (_directTurnMode == DIRECT_TURN_CCW) {
- _angle -= turnVel * (float)_game->_deltaTime / 1000.f;
+ _angle -= turnVel * (float)_game->_timerDelta / 1000.f;
_angle = BaseUtils::normalizeAngle(_angle);
}
float walkVel = _directWalkVelocity == 0.0f ? _velocity : _directWalkVelocity;
DXVector3 newPos = _posVector;
if (_directWalkMode == DIRECT_WALK_FW) {
- newPos._x += -sinf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_deltaTime / 1000.f;
- newPos._z += -cosf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_deltaTime / 1000.f;
+ newPos._x += -sinf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_timerDelta / 1000.f;
+ newPos._z += -cosf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_timerDelta / 1000.f;
}
if (_directWalkMode == DIRECT_WALK_BK) {
- newPos._x -= -sinf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_deltaTime / 1000.f;
- newPos._z -= -cosf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_deltaTime / 1000.f;
+ newPos._x -= -sinf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_timerDelta / 1000.f;
+ newPos._z -= -cosf(degToRad(_angle)) * walkVel * _scale3D * (float)_game->_timerDelta / 1000.f;
}
AdScene *scene = ((AdGame *)_game)->_scene;
@@ -665,8 +665,8 @@ void AdActor3DX::getNextStep3D() {
turnToStep(_angVelocity);
DXVector3 newPos = _posVector;
- newPos._x += -sinf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_deltaTime / 1000.f;
- newPos._z += -cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_deltaTime / 1000.f;
+ newPos._x += -sinf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_timerDelta / 1000.f;
+ newPos._z += -cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_timerDelta / 1000.f;
DXVector3 origVec, newVec;
DXVector3 *currentPos = _path3D->getCurrent();
@@ -722,8 +722,8 @@ void AdActor3DX::getNextStep2D() {
}
DXVector3 newPos = _posVector;
- newPos._x += -sinf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_deltaTime / 1000.f;
- newPos._z += -cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_deltaTime / 1000.f;
+ newPos._x += -sinf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_timerDelta / 1000.f;
+ newPos._z += -cosf(degToRad(_targetAngle)) * _velocity * _scale3D * (float)_game->_timerDelta / 1000.f;
DXVector3 currentPoint;
adGame->_scene->_geom->convert2Dto3DTolerant(_path2D->getCurrent()->x, _path2D->getCurrent()->y, ¤tPoint);
@@ -815,12 +815,12 @@ bool AdActor3DX::prepareTurn(float targetAngle) {
//////////////////////////////////////////////////////////////////////////
bool AdActor3DX::turnToStep(float velocity) {
if (_turningLeft) {
- _angle -= velocity * (float)_game->_deltaTime / 1000.f;
+ _angle -= velocity * (float)_game->_timerDelta / 1000.f;
if (_angle < _targetAngle) {
_angle = _targetAngle;
}
} else {
- _angle += velocity * (float)_game->_deltaTime / 1000.f;
+ _angle += velocity * (float)_game->_timerDelta / 1000.f;
if (_angle > _targetAngle) {
_angle = _targetAngle;
}
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