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- removed the redundant rfreq factor from CalcSmoothRatio.
I never realized it was redundant when consolidating the interpolation math into one function - originally this was done in a way that it wasn't obvious. This also eliminates the dependency on refreshFreq which never actually made any sense.
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1 changed files with 2 additions and 3 deletions
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@ -1022,10 +1022,9 @@ int CalcSmoothRatio(const ClockTicks &totalclk, const ClockTicks &ototalclk, int
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{
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{
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const double TICRATE = 120.;
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const double TICRATE = 120.;
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double rfreq = refreshfreq * TICRATE / timerGetClockRate();
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double elapsedTime = (totalclk - ototalclk).toScale16F();
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double elapsedTime = (totalclk - ototalclk).toScale16F();
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double elapsedFrames = elapsedTime * rfreq * (1. / TICRATE);
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double elapsedFrames = elapsedTime * (1. / TICRATE);
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double ratio = (elapsedFrames * realgameticspersec) / rfreq;
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double ratio = (elapsedFrames * realgameticspersec);
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return clamp(xs_RoundToInt(ratio * 65536), 0, 65536);
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return clamp(xs_RoundToInt(ratio * 65536), 0, 65536);
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}
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}
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