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> thyme.dll!Weapon::Get_Percent_Ready_To_Fire() Line 1026 C++
game.dat!005a45c4() Unknown
game.dat![Frames below may be incorrect and/or missing, no symbols loaded for game.dat] Unknown
game.dat!005a3cf9() Unknown
game.dat!0045e9e8() Unknown
game.dat!0050a6fa() Unknown
game.dat!004ad301() Unknown
thyme.dll!GameEngine::Update() Line 176 C++
thyme.dll!Win32GameEngine::Update() Line 58 C++
thyme.dll!GameEngine::Execute() Line 556 C++
thyme.dll!Game_Main(int argc, char * * argv) Line 41 C++
thyme.dll!main(int argc, char * * argv) Line 700 C++
thyme.dll!Main_Func(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, char * lpCmdLine, int nCmdShow) Line 728 C++
The text was updated successfully, but these errors were encountered:
Agreed. If I'm reading this correctly, there are the following variables:
m_whenLastReloadStarted: The time at which the weapon last started reloading
next_shot: The time at which the weapon will be ready to fire again
time_left: The amount of time that is left before the weapon is ready to fire again
-- time_left = next_shot - m_whenLastReloadStarted
-- Should be time_left = next_shot - now
total_time: The total amount of time that it takes to reload the weapon.
-- total_time = next_shot - now;
-- Should be total_time = next_shot - m_whenLastReloadStarted
-- I would rename this to reload_duration for readability
The percentage of the weapon that is ready to fire is calculated by dividing time_left by total_time. For example, if time_left is 10 seconds and total_time is 20 seconds, then the weapon is 50% ready to fire.
Assert is hit after using clear mines ability:
The text was updated successfully, but these errors were encountered: