Fix floating point related sync loss in GetAnimationLength

Sven Eberhardt 2011-10-08 21:55:12 +02:00
parent 413d54287d
commit 067886a140
1 changed files with 1 additions and 1 deletions

View File

@ -1955,7 +1955,7 @@ static Nillable<int> FnGetAnimationLength(C4AulObjectContext *ctx, C4String *szA
const StdMeshAnimation* animation = Instance->GetMesh().GetAnimationByName(szAnimation->GetData());
if (!animation) return C4Void();
return static_cast<int>(animation->Length * 1000.0f); // TODO: sync critical
return fixtoi(ftofix(animation->Length), 1000); // sync critical!
}
static Nillable<C4String*> FnGetAnimationName(C4AulObjectContext *ctx, Nillable<int> iAnimationNumber, Nillable<int> iAttachNumber)