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When the FPS is too high, there may be a delay of several seconds before the gun can fire after reloading, or the animation of the gun may be accelerated.
It's not necessarily like this. When I first started working with VMW, I found that frame rate can affect firerate. Some old animations may have been played at 30FPS, That is to say, a higher frame rate will accelerate the playback of the animation. If I have time, I will study it
This is not how any of this works Koud, I calculated, at 200+ FPS using a Float instead of a Double for delta time would cause issues, which is most likely what is happening here
Describe the bug
When the FPS (frames per second) is too high, the animation of reloading the gun does not match the actual time of chambering the bullet.
Reproducibility
Screenshots and/or videos
No response
Logs
no logs
Debug Logs
No response
Crash Reports
No response
MWC Version
0.1.4
Forge Version
1.12.2 forge 14.23.5.2860
Red Core Version
0.6 dev 3
MixinBooter Version
9.1
Java Version
1.8
Java Virtual Machine
Hotspot
Operating System
windows 11
GPU Vendor
NVIDIA
Code of Conduct
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