From e320e79df09d08f02bdf24b4f6b48688f7207d90 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 1 Sep 2020 20:12:02 +0200 Subject: [PATCH] - use gFrameClock in DoSectorLighting The higher precision of gameclock went totally unused in here. --- source/blood/src/sectorfx.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/blood/src/sectorfx.cpp b/source/blood/src/sectorfx.cpp index 11f283e86..f3f5523f6 100644 --- a/source/blood/src/sectorfx.cpp +++ b/source/blood/src/sectorfx.cpp @@ -168,7 +168,7 @@ void DoSectorLighting(void) { t2 = mulscale16(t2, pXSector->busy); } - int v4 = GetWaveValue(t1, pXSector->phase*8+pXSector->freq*gameclock, t2); + int v4 = GetWaveValue(t1, pXSector->phase*8+pXSector->freq*gFrameClock, t2); if (pXSector->shadeFloor) { sector[nSector].floorshade = ClipRange(sector[nSector].floorshade+v4, -128, 127);