diff --git a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp index 3504433c3b9..9d62a5892d0 100644 --- a/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp +++ b/Core/GameEngineDevice/Source/W3DDevice/GameClient/Drawable/Draw/W3DPoliceCarDraw.cpp @@ -31,6 +31,7 @@ #include #include "Common/STLTypedefs.h" +#include "Common/FramePacer.h" #include "Common/Thing.h" #include "Common/Xfer.h" #include "GameClient/Drawable.h" @@ -102,7 +103,9 @@ W3DPoliceCarDraw::~W3DPoliceCarDraw() void W3DPoliceCarDraw::doDrawModule(const Matrix3D* transformMtx) { const Real floatAmt = 8.0f; - const Real animAmt = 0.25; + + // TheSuperHackers @tweak bobtista 24/06/2026 The police car light animation time step is now decoupled from the render update. + const Real animAmt = 0.25f * TheFramePacer->getActualLogicTimeScaleOverFpsRatio(); // get pointers to our render objects that we'll need RenderObjClass* policeCarRenderObj = getRenderObject();