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.
This commit is contained in:
Christoph Oelckers 2014-08-11 09:39:38 +02:00
commit 259466c3d4
7 changed files with 56 additions and 26 deletions

View file

@ -420,7 +420,7 @@ static void StoreLevelStats()
LevelData[i].killcount = level.killed_monsters;
LevelData[i].totalsecrets = level.total_secrets;
LevelData[i].secretcount = level.found_secrets;
LevelData[i].leveltime = level.maptime;
LevelData[i].leveltime = AdjustTics(level.maptime);
// Check for living monsters. On some maps it can happen
// that the counter misses some.
@ -490,7 +490,7 @@ void STAT_ChangeLevel(const char *newl)
}
infostring.Format("%4d/%4d, %3d/%3d, %2d", statvals[0], statvals[1], statvals[2], statvals[3], validlevels);
FSessionStatistics *es = StatisticsEntry(sl, infostring, level.totaltime);
FSessionStatistics *es = StatisticsEntry(sl, infostring, AdjustTics(level.totaltime));
for(unsigned i = 0; i < LevelData.Size(); i++)
{