diff --git a/mp/src/game/client/physics.cpp b/mp/src/game/client/physics.cpp index fb182ab067..15d292b4e4 100644 --- a/mp/src/game/client/physics.cpp +++ b/mp/src/game/client/physics.cpp @@ -177,7 +177,7 @@ void PhysicsLevelInit( void ) physenv->SetGravity( Vector(0, 0, -GetCurrentGravity() ) ); // 15 ms per tick // NOTE: Always run client physics at this rate - helps keep ragdolls stable - physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : DEFAULT_TICK_INTERVAL ); + physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : gpGlobals->interval_per_tick ); physenv->SetCollisionEventHandler( &g_Collisions ); physenv->SetCollisionSolver( &g_Collisions ); diff --git a/mp/src/game/server/physics.cpp b/mp/src/game/server/physics.cpp index bec86f5fb6..7b66a54cec 100644 --- a/mp/src/game/server/physics.cpp +++ b/mp/src/game/server/physics.cpp @@ -243,7 +243,7 @@ void CPhysicsHook::LevelInitPreEntity() physenv->SetObjectEventHandler( &g_Collisions ); - physenv->SetSimulationTimestep( DEFAULT_TICK_INTERVAL ); // 15 ms per tick + physenv->SetSimulationTimestep( gpGlobals->interval_per_tick ); // 15 ms per tick // HL Game gravity, not real-world gravity physenv->SetGravity( Vector( 0, 0, -GetCurrentGravity() ) ); g_PhysAverageSimTime = 0; @@ -1606,7 +1606,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" ) float totalTime = 0.f; g_Collisions.BufferTouchEvents( true ); float full = engine->Time(); - physenv->Simulate( DEFAULT_TICK_INTERVAL ); + physenv->Simulate( gpGlobals->interval_per_tick ); full = engine->Time() - full; float lastTime = full; @@ -1623,7 +1623,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" ) PhysForceEntityToSleep( ents[j], ents[j]->VPhysicsGetObject() ); } float start = engine->Time(); - physenv->Simulate( DEFAULT_TICK_INTERVAL ); + physenv->Simulate( gpGlobals->interval_per_tick ); float end = engine->Time(); float elapsed = end - start; diff --git a/sp/src/game/client/physics.cpp b/sp/src/game/client/physics.cpp index fb182ab067..15d292b4e4 100644 --- a/sp/src/game/client/physics.cpp +++ b/sp/src/game/client/physics.cpp @@ -177,7 +177,7 @@ void PhysicsLevelInit( void ) physenv->SetGravity( Vector(0, 0, -GetCurrentGravity() ) ); // 15 ms per tick // NOTE: Always run client physics at this rate - helps keep ragdolls stable - physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : DEFAULT_TICK_INTERVAL ); + physenv->SetSimulationTimestep( IsXbox() ? DEFAULT_XBOX_CLIENT_VPHYSICS_TICK : gpGlobals->interval_per_tick ); physenv->SetCollisionEventHandler( &g_Collisions ); physenv->SetCollisionSolver( &g_Collisions ); diff --git a/sp/src/game/server/physics.cpp b/sp/src/game/server/physics.cpp index bec86f5fb6..7b66a54cec 100644 --- a/sp/src/game/server/physics.cpp +++ b/sp/src/game/server/physics.cpp @@ -243,7 +243,7 @@ void CPhysicsHook::LevelInitPreEntity() physenv->SetObjectEventHandler( &g_Collisions ); - physenv->SetSimulationTimestep( DEFAULT_TICK_INTERVAL ); // 15 ms per tick + physenv->SetSimulationTimestep( gpGlobals->interval_per_tick ); // 15 ms per tick // HL Game gravity, not real-world gravity physenv->SetGravity( Vector( 0, 0, -GetCurrentGravity() ) ); g_PhysAverageSimTime = 0; @@ -1606,7 +1606,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" ) float totalTime = 0.f; g_Collisions.BufferTouchEvents( true ); float full = engine->Time(); - physenv->Simulate( DEFAULT_TICK_INTERVAL ); + physenv->Simulate( gpGlobals->interval_per_tick ); full = engine->Time() - full; float lastTime = full; @@ -1623,7 +1623,7 @@ CON_COMMAND( physics_budget, "Times the cost of each active object" ) PhysForceEntityToSleep( ents[j], ents[j]->VPhysicsGetObject() ); } float start = engine->Time(); - physenv->Simulate( DEFAULT_TICK_INTERVAL ); + physenv->Simulate( gpGlobals->interval_per_tick ); float end = engine->Time(); float elapsed = end - start;