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authortaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-07 23:13:09 +0000
committertaw27 <taw27@84d2e878-0bd5-11dd-ad15-13eda11d74c5>2008-08-07 23:13:09 +0000
commit1b2d080a3ee0d929aefe88673cd19466f635a946 (patch)
tree117b00a18d22e8cc98906a9d225e413f282646c4
parenta61907193f8a9a46ed566eb3c01541a61d557875 (diff)
Take seconds into account in physics timing
git-svn-id: svn://cook.msm.cam.ac.uk:745/thrust3d/thrust3d@235 84d2e878-0bd5-11dd-ad15-13eda11d74c5
-rw-r--r--src/physics.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/physics.c b/src/physics.c
index 91505b9..7b6b2b7 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -407,11 +407,13 @@ void physics_step(Game *game, Uint32 t) {
Uint32 dt;
struct timeval tv;
suseconds_t us;
+ time_t sec;
dt = t - game->tlast;
gettimeofday(&tv, NULL);
us = tv.tv_usec;
+ sec = tv.tv_sec;
/* Handle things specific to the lander craft */
if ( game->thrusting ) {
@@ -464,8 +466,9 @@ void physics_step(Game *game, Uint32 t) {
gettimeofday(&tv, NULL);
us = tv.tv_usec - us;
+ sec = tv.tv_sec - sec;
- game->time_physics = us;
+ game->time_physics = us + sec*1e6;
}