game: use gpGlobals->interval_per_tick instead of DEFAULT_TICK_INTERVAL (ValveSoftware/source-sdk-2013#515)

This commit is contained in:
SanyaSho 2022-08-16 15:47:40 +03:00
parent 047b3e3150
commit 81c354ee0d

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@ -242,8 +242,8 @@ void CPhysicsHook::LevelInitPreEntity()
physenv->EnableConstraintNotify( true ); // callback when an object gets deleted that is attached to a constraint
physenv->SetObjectEventHandler( &g_Collisions );
physenv->SetSimulationTimestep( DEFAULT_TICK_INTERVAL ); // 15 ms per tick
physenv->SetSimulationTimestep( gpGlobals->interval_per_tick ); // 15 ms per tick
// HL Game gravity, not real-world gravity
physenv->SetGravity( Vector( 0, 0, -GetCurrentGravity() ) );
g_PhysAverageSimTime = 0;
@ -1606,7 +1606,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" )
float totalTime = 0.f;
g_Collisions.BufferTouchEvents( true );
float full = engine->Time();
physenv->Simulate( DEFAULT_TICK_INTERVAL );
physenv->Simulate( gpGlobals->interval_per_tick );
full = engine->Time() - full;
float lastTime = full;
@ -1623,7 +1623,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" )
PhysForceEntityToSleep( ents[j], ents[j]->VPhysicsGetObject() );
}
float start = engine->Time();
physenv->Simulate( DEFAULT_TICK_INTERVAL );
physenv->Simulate( gpGlobals->interval_per_tick );
float end = engine->Time();
float elapsed = end - start;