performance fix: don't call GetDeltaTime from ArrowEffects

This commit is contained in:
Glenn Maynard
2005-10-22 04:17:00 +00:00
parent 3044155ce8
commit 671af1903c
+6 -7
View File
@@ -16,8 +16,6 @@
const float ARROW_SPACING = ARROW_SIZE;// + 2;
float g_fExpandSeconds = 0;
static float GetNoteFieldHeight( const PlayerState* pPlayerState )
{
return SCREEN_HEIGHT + fabsf(pPlayerState->m_CurrentPlayerOptions.m_fPerspectiveTilt)*200;
@@ -126,12 +124,13 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
if( fAccels[PlayerOptions::ACCEL_EXPAND] != 0 )
{
/* Timers can't be global, since they'll be initialized before SDL. */
static RageTimer timerExpand;
static float g_fExpandSeconds = 0;
static float fLastTime = 0;
float fTime = RageTimer::GetTimeSinceStartFast();
if( !GAMESTATE->m_bFreeze )
g_fExpandSeconds += timerExpand.GetDeltaTime();
else
timerExpand.GetDeltaTime(); // throw away
g_fExpandSeconds += fTime - fLastTime;
fLastTime = fTime;
float fExpandMultiplier = SCALE( RageFastCos(g_fExpandSeconds*3), -1, 1, 0.75f, 1.75f );
fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND], 0.f, 1.f, 1.f, fExpandMultiplier );
}