mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Use precision clocks for timer
This commit is contained in:
@@ -72,7 +72,7 @@ void TurnTimerHandler::onPlayerMakingTurn(PlayerColor player, int waitTime)
|
||||
int frequency = (timers[player].turnTimer > turnTimePropagateThreshold ? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit);
|
||||
|
||||
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
|
||||
&& timers[player].turnTimer % frequency == 0)
|
||||
&& timers[player].turnTimer / 100 * 100 % frequency == 0)
|
||||
{
|
||||
TurnTimeUpdate ttu;
|
||||
ttu.player = state.color;
|
||||
@@ -132,7 +132,7 @@ void TurnTimerHandler::onBattleNextStack(const CStack & stack)
|
||||
if(!player.isValidPlayer())
|
||||
return;
|
||||
|
||||
if(timers[player].battleTimer < si->turnTimerInfo.battleTimer)
|
||||
if(timers[player].battleTimer == 0)
|
||||
timers[player].battleTimer = timers[player].creatureTimer;
|
||||
timers[player].creatureTimer = si->turnTimerInfo.creatureTimer;
|
||||
|
||||
@@ -177,7 +177,7 @@ void TurnTimerHandler::onBattleLoop(int waitTime)
|
||||
? turnTimePropagateFrequency : turnTimePropagateFrequencyCrit;
|
||||
|
||||
if(state.status == EPlayerStatus::INGAME //do not send message if player is not active already
|
||||
&& tTimer.creatureTimer % frequency == 0)
|
||||
&& (tTimer.creatureTimer / 100 * 100 % frequency) == 0)
|
||||
{
|
||||
TurnTimeUpdate ttu;
|
||||
ttu.player = state.color;
|
||||
|
||||
Reference in New Issue
Block a user