game: use gpGlobals->interval_per_tick instead of DEFAULT_TICK_INTERVAL (ValveSoftware/source-sdk-2013#515)
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@ -243,7 +243,7 @@ void CPhysicsHook::LevelInitPreEntity()
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physenv->SetObjectEventHandler( &g_Collisions );
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physenv->SetObjectEventHandler( &g_Collisions );
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physenv->SetSimulationTimestep( DEFAULT_TICK_INTERVAL ); // 15 ms per tick
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physenv->SetSimulationTimestep( gpGlobals->interval_per_tick ); // 15 ms per tick
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// HL Game gravity, not real-world gravity
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// HL Game gravity, not real-world gravity
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physenv->SetGravity( Vector( 0, 0, -GetCurrentGravity() ) );
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physenv->SetGravity( Vector( 0, 0, -GetCurrentGravity() ) );
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g_PhysAverageSimTime = 0;
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g_PhysAverageSimTime = 0;
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@ -1606,7 +1606,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" )
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float totalTime = 0.f;
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float totalTime = 0.f;
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g_Collisions.BufferTouchEvents( true );
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g_Collisions.BufferTouchEvents( true );
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float full = engine->Time();
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float full = engine->Time();
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physenv->Simulate( DEFAULT_TICK_INTERVAL );
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physenv->Simulate( gpGlobals->interval_per_tick );
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full = engine->Time() - full;
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full = engine->Time() - full;
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float lastTime = full;
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float lastTime = full;
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@ -1623,7 +1623,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" )
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PhysForceEntityToSleep( ents[j], ents[j]->VPhysicsGetObject() );
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PhysForceEntityToSleep( ents[j], ents[j]->VPhysicsGetObject() );
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}
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}
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float start = engine->Time();
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float start = engine->Time();
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physenv->Simulate( DEFAULT_TICK_INTERVAL );
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physenv->Simulate( gpGlobals->interval_per_tick );
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float end = engine->Time();
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float end = engine->Time();
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float elapsed = end - start;
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float elapsed = end - start;
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