The two-frame hack didn't help any more than the one-frame hack, and

it's ugly; remove it.
This commit is contained in:
Glenn Maynard
2003-05-17 20:37:18 +00:00
parent abc94255dc
commit 3c240bffd3
+1 -7
View File
@@ -79,19 +79,13 @@ void Screen::Update( float fDeltaTime )
* not quite finishing their tweens. * not quite finishing their tweens.
* *
* Let's delay all messages that have a non-zero time an extra frame. * Let's delay all messages that have a non-zero time an extra frame.
*
* XXX: For some reason, I had to make this delay messages for *two* frames to
* make this effect go away. (SMMAX2 menu header tweens.) I'm not sure why.
*/ */
if(m_QueuedMessages[i].fDelayRemaining > 0.0001f) if(m_QueuedMessages[i].fDelayRemaining > 0.0001f)
{ {
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime; m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f); m_QueuedMessages[i].fDelayRemaining = max(m_QueuedMessages[i].fDelayRemaining, 0.0001f);
} else { } else {
/* Two 0.00008 delays add up to at least one 0.0001 delay, but don't count m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
* Update(0)s. This is hacky, until I figure out why the second frame
* delay is needed ... */
m_QueuedMessages[i].fDelayRemaining -= max(fDeltaTime, 0.00008f);
} }
} }