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Remaining 60FPS alarm issues #181
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I'm looking into some of these lines of code. The 1st one is actually a small issue and makes afterburn flames be displayed more frequently on 60 fps. I'll fix this and hopefully some other issues I find in a pull. The 2nd line doesn't seem to be an issue |
Make sure to look through the delta time plugin/thread for delta time bug fixes, that's most of what it consists of. |
I noticed that the Rocket User event 5 code lowers countdown for alarm[0] when in contact with a bubble, but alarm[0] doesn't do anything. Is it a typo? Was it meant to be alarm[1]? It also has a step event that does nothing |
The original code would've lowered alarm[0] to 0 anyway on 30 fps, but this way we can avoid unexpected alarm[0] < 0 behaviour. Removes a line from Gang-Garrison-2#181
alarm[0] for MineTrail is deltatimed correctly |
Grepping on 927cdf0, the following places referencing alarms still seem suspect. Some of them may be legit, either because the alarm is just set to 1 to perform some action "soon" or because the alarm is increased / decreased only in virtual steps, but for a first approximation I wanted to put this list somewhere:
Update Removed some code locations that have been checked or fixed
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