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Forgot to add the rounding mechanic on cutscene skips
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blegas78 committed May 27, 2021
1 parent 2cb9a73 commit 34373d3
Showing 1 changed file with 5 additions and 5 deletions.
10 changes: 5 additions & 5 deletions TLOU2/tlou2-60fps/tlou2/script.asl
Original file line number Diff line number Diff line change
Expand Up @@ -146,7 +146,7 @@ update


// Per ScarlettTheHuman/Happy_Asteroid/Kevin700p's findings, each RE/RC should add 1 second to the timer
if(vars.restartFalling) { // Only do this for RE/RC, not Skip cutscenes
if(vars.restartFalling || vars.skipFalling) { // Only do this for RE/RC, not Skip cutscenes
//vars.ticksForTimeCorrection += 990; // we add a full second but need to make sure to offset time adjustments
//vars.timerModel.CurrentState.SetGameTime(vars.timerModel.CurrentState.CurrentTime.GameTime + new TimeSpan( 0, 0, 0, 1, 0) );

Expand Down Expand Up @@ -203,11 +203,11 @@ update
// Note on imprecision: rounding the milliseconds from 11.001001 to 11 results in an error of 1.82 seconds over 5 hours
if( !vars.currentlyLoading && vars.timerModel.CurrentState.CurrentTime.GameTime.TotalMilliseconds >= vars.ticksForTimeCorrection) {
// 60-fps:
// vars.ticksForTimeCorrection += 960;
// vars.timerModel.CurrentState.SetGameTime(vars.timerModel.CurrentState.CurrentTime.GameTime + new TimeSpan( 0, 0, 0, 0, -41) );
vars.ticksForTimeCorrection += 960;
vars.timerModel.CurrentState.SetGameTime(vars.timerModel.CurrentState.CurrentTime.GameTime + new TimeSpan( 0, 0, 0, 0, -41) );
// 29.97fps:
vars.ticksForTimeCorrection += 990;
vars.timerModel.CurrentState.SetGameTime(vars.timerModel.CurrentState.CurrentTime.GameTime + new TimeSpan( 0, 0, 0, 0, -11) );
//vars.ticksForTimeCorrection += 990;
//vars.timerModel.CurrentState.SetGameTime(vars.timerModel.CurrentState.CurrentTime.GameTime + new TimeSpan( 0, 0, 0, 0, -11) );
}
// At start of IGT, reset the comparison for time correction:
if(vars.timerModel.CurrentState.CurrentTime.GameTime.TotalMilliseconds < 400) {
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