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Use speed as an int instead of float to calculate latency
--HG-- branch : fix_speed
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1 changed files with 1 additions and 1 deletions
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@ -131,7 +131,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
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if (itemPtr->hitRate() != 0)
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if (itemPtr->hitRate() != 0)
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{
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{
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//getGameTimeStep() is actually a double and hitRate() a float, so the precision difference will make a cast of the result fail (for example, with hitRate() == 10.0f, the cast will give a value of 9 and not 10
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//getGameTimeStep() is actually a double and hitRate() a float, so the precision difference will make a cast of the result fail (for example, with hitRate() == 10.0f, the cast will give a value of 9 and not 10
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LatencyInTicks = uint16 ( (10.0f / itemPtr->hitRate() ) / float(CTickEventHandler::getGameTimeStep()) );
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LatencyInTicks = uint16 ( (10.0f / uint16(itemPtr->hitRate()) ) / float(CTickEventHandler::getGameTimeStep()) );
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}
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}
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Quality = (uint16)itemPtr->recommended();
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Quality = (uint16)itemPtr->recommended();
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