[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: Paweł Kołodziejski (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, &currentPoint);
@@ -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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