Use speed as an int instead of float to calculate latency

This commit is contained in:
Guillaume Dupuy 2016-10-14 21:19:27 +02:00
parent 480218b4c8
commit 0cfefb65f7

View file

@ -131,7 +131,7 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
if (itemPtr->hitRate() != 0) if (itemPtr->hitRate() != 0)
{ {
//getGameTimeStep() is actually a double and hitRate() a float, so the precision difference will make a cast of the result fail (for example, with hitRate() == 10.0f, the cast will give a value of 9 and not 10 //getGameTimeStep() is actually a double and hitRate() a float, so the precision difference will make a cast of the result fail (for example, with hitRate() == 10.0f, the cast will give a value of 9 and not 10
LatencyInTicks = uint16 ( (10.0f / itemPtr->hitRate() ) / float(CTickEventHandler::getGameTimeStep()) ); LatencyInTicks = uint16 ( (10.0f / uint16(itemPtr->hitRate()) ) / float(CTickEventHandler::getGameTimeStep()) );
} }
Quality = (uint16)itemPtr->recommended(); Quality = (uint16)itemPtr->recommended();