Fixed a rare case where float and double mixup would result in an incorrect speed

--HG--
branch : fix_speed
This commit is contained in:
Guillaume Dupuy 2016-10-13 20:46:10 +02:00
parent c3c4e56e4f
commit 1d960d91ff

View file

@ -130,7 +130,8 @@ CCombatWeapon::CCombatWeapon(CGameItemPtr itemPtr)
// weapon hit rate is in hit/10s and we use ticks/hits....
if (itemPtr->hitRate() != 0)
{
LatencyInTicks = uint16( (10.0f / itemPtr->hitRate()) / CTickEventHandler::getGameTimeStep());
//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()) );
}
Quality = (uint16)itemPtr->recommended();