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Once `(-> *display* game-clock frame-counter)` gets too large, in the HUD flashing math the `sin` function breaks down at high values. It's effectively reading the number of ticks (times a multiplier) as degrees, so we can modulo that by 360 to avoid breaking `sin` This applies to both the eco meter and the dark jak icon in jak 2 - the icon stops flashing twice as early because it's multiplied by x4 vs the eco meter x2. example: you can see dark jak icon stops flashing around 2:36:02 https://youtu.be/3V2GneLSY14?t=9362 and dark eco meter stops flashing between 4:30 and 4:37 https://youtu.be/3V2GneLSY14?t=16235 https://youtu.be/3V2GneLSY14?t=16619