Update preanim_timer to follow the weird ass time_mod constant
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@ -66,6 +66,8 @@ private:
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QString m_emote;
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QString m_emote;
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QElapsedTimer actual_time;
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QElapsedTimer actual_time;
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//it will forever be a mystery who thought this time_mod system would ever be a good idea with precision-based emotes
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const int time_mod = 60;
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const int time_mod = 60;
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// These are the X and Y values before they are fixed based on the sprite's width.
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// These are the X and Y values before they are fixed based on the sprite's width.
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@ -164,7 +164,7 @@ void AOCharMovie::play_pre(QString p_char, QString p_emote, int duration)
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//not without looping through all frames in the image at least - which causes lag. So for now it simply ends the preanimation early instead.
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//not without looping through all frames in the image at least - which causes lag. So for now it simply ends the preanimation early instead.
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play_once = true;
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play_once = true;
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if (duration > 0) //It's -1 if there's no definition in [Time] for it. In which case, it will let the animation run out in full. Duration 0 does the same.
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if (duration > 0) //It's -1 if there's no definition in [Time] for it. In which case, it will let the animation run out in full. Duration 0 does the same.
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preanim_timer->start(duration); //This timer will not fire if the animation finishes earlier than that
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preanim_timer->start(duration * time_mod); //This timer will not fire if the animation finishes earlier than that
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play();
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play();
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}
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}
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