diff --git a/src/game/client/render_map.cpp b/src/game/client/render_map.cpp index fd4b734a1..79a14de2e 100644 --- a/src/game/client/render_map.cpp +++ b/src/game/client/render_map.cpp @@ -300,11 +300,11 @@ void CRenderTools::RenderEvalEnvelope(const IEnvelopePointAccess *pPoints, std:: for(size_t c = 0; c < Channels; c++) { // monotonic 2d cubic bezier curve - const vec2 p0 = vec2(pCurrentPoint->m_Time / 1000.0f, fx2f(pCurrentPoint->m_aValues[c])); - const vec2 p3 = vec2(pNextPoint->m_Time / 1000.0f, fx2f(pNextPoint->m_aValues[c])); + const vec2 p0 = vec2(pCurrentPoint->m_Time, fx2f(pCurrentPoint->m_aValues[c])); + const vec2 p3 = vec2(pNextPoint->m_Time, fx2f(pNextPoint->m_aValues[c])); - const vec2 OutTang = vec2(pCurrentPointBezier->m_aOutTangentDeltaX[c] / 1000.0f, fx2f(pCurrentPointBezier->m_aOutTangentDeltaY[c])); - const vec2 InTang = -vec2(pNextPointBezier->m_aInTangentDeltaX[c] / 1000.0f, fx2f(pNextPointBezier->m_aInTangentDeltaY[c])); + const vec2 OutTang = vec2(pCurrentPointBezier->m_aOutTangentDeltaX[c], fx2f(pCurrentPointBezier->m_aOutTangentDeltaY[c])); + const vec2 InTang = -vec2(pNextPointBezier->m_aInTangentDeltaX[c], fx2f(pNextPointBezier->m_aInTangentDeltaY[c])); vec2 p1 = p0 + OutTang; vec2 p2 = p3 - InTang; @@ -312,7 +312,7 @@ void CRenderTools::RenderEvalEnvelope(const IEnvelopePointAccess *pPoints, std:: ValidateFCurve(p0, p1, p2, p3); // solve x(a) = time for a - a = clamp(SolveBezier(TimeMillis / 1000.0f, p0.x, p1.x, p2.x, p3.x), 0.0f, 1.0f); + a = clamp(SolveBezier(TimeMillis, p0.x, p1.x, p2.x, p3.x), 0.0f, 1.0f); // value = y(t) Result[c] = bezier(p0.y, p1.y, p2.y, p3.y, a);