fixed time printing.
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
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7 changed files with 56 additions and 26 deletions
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@ -420,7 +420,7 @@ static void StoreLevelStats()
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LevelData[i].killcount = level.killed_monsters;
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LevelData[i].totalsecrets = level.total_secrets;
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LevelData[i].secretcount = level.found_secrets;
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LevelData[i].leveltime = level.maptime;
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LevelData[i].leveltime = AdjustTics(level.maptime);
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// Check for living monsters. On some maps it can happen
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// that the counter misses some.
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@ -490,7 +490,7 @@ void STAT_ChangeLevel(const char *newl)
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}
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infostring.Format("%4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], validlevels);
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FSessionStatistics *es = StatisticsEntry(sl, infostring, level.totaltime);
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FSessionStatistics *es = StatisticsEntry(sl, infostring, AdjustTics(level.totaltime));
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for(unsigned i = 0; i < LevelData.Size(); i++)
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{
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