performance fix: don't call GetDeltaTime from ArrowEffects
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@@ -16,8 +16,6 @@
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const float ARROW_SPACING = ARROW_SIZE;// + 2;
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float g_fExpandSeconds = 0;
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static float GetNoteFieldHeight( const PlayerState* pPlayerState )
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{
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return SCREEN_HEIGHT + fabsf(pPlayerState->m_CurrentPlayerOptions.m_fPerspectiveTilt)*200;
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@@ -126,12 +124,13 @@ float ArrowEffects::GetYOffset( const PlayerState* pPlayerState, int iCol, float
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if( fAccels[PlayerOptions::ACCEL_EXPAND] != 0 )
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{
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/* Timers can't be global, since they'll be initialized before SDL. */
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static RageTimer timerExpand;
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static float g_fExpandSeconds = 0;
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static float fLastTime = 0;
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float fTime = RageTimer::GetTimeSinceStartFast();
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if( !GAMESTATE->m_bFreeze )
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g_fExpandSeconds += timerExpand.GetDeltaTime();
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else
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timerExpand.GetDeltaTime(); // throw away
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g_fExpandSeconds += fTime - fLastTime;
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fLastTime = fTime;
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float fExpandMultiplier = SCALE( RageFastCos(g_fExpandSeconds*3), -1, 1, 0.75f, 1.75f );
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fScrollSpeed *= SCALE( fAccels[PlayerOptions::ACCEL_EXPAND], 0.f, 1.f, 1.f, fExpandMultiplier );
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}
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