Removed fixed timestep logic from GameScreen (redundant now because the logic is handled in GameMain)

This commit is contained in:
Regalis
2016-10-04 19:21:05 +03:00
parent ff326bdc00
commit 050f7ffc83
19 changed files with 112 additions and 128 deletions
+3 -3
View File
@@ -339,10 +339,10 @@ namespace Barotrauma
public void UpdateDrawPosition()
{
drawPosition = Physics.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
drawPosition = Timing.Interpolate(prevPosition, body.Position) - offsetFromTargetPos;
drawPosition = ConvertUnits.ToDisplayUnits(drawPosition);
drawRotation = Physics.Interpolate(prevRotation, body.Rotation);
drawRotation = Timing.Interpolate(prevRotation, body.Rotation);
if (offsetFromTargetPos == Vector2.Zero) return;
@@ -379,7 +379,7 @@ namespace Barotrauma
/// </summary>
public void SmoothRotate(float targetRotation, float force = 10.0f)
{
float nextAngle = body.Rotation + body.AngularVelocity * (float)Physics.step;
float nextAngle = body.Rotation + body.AngularVelocity * (float)Timing.Step;
float angle = MathUtils.GetShortestAngle(nextAngle, targetRotation);