-
-
Notifications
You must be signed in to change notification settings - Fork 2.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Replace last uses of 'seconds' with ticks in world simulation #19265
Conversation
I'm wondering if it would make more sense to keep the announcement intervals in seconds and change the code to use real seconds rather than ticks - see #18401. |
Probably makes sense... though we have a few similar places that already use ticks, so we'd have to convert those to real seconds as well if we want to be consistent about it. |
5e999e4
to
06dc257
Compare
I will handle that in a separate PR, so removed the announcement/notifier changes from here. Also added rename for |
On that note, shouldn't we rename the crate |
Done. Haven't tested the updated update rule, though. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
One small nit otherwise LGTM.
I have tested that the updated update rule behaves correctly.
OpenRA.Mods.Common/UpdateRules/Rules/20201213/ReplaceCrateSecondsWithTicks.cs
Outdated
Show resolved
Hide resolved
Updated. |
Rebased. |
While the idea behind it is understandable, this was inconsistent with the bulk of other defaults.
As far as I could tell, this was the last place that still used 'seconds' instead of ticks, apart from some sound notification intervals (which are better converted to real [milli]seconds). Also renamed ScaredyCat.PanicLength to PanicDuration for consistency and easier finding.
This was long overdue.