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Update the alternative speed slider to use the new stepping system.
Also, no need to use floats at all with a revised formula.
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@ -59,8 +59,7 @@ void GameSettingsScreen::CreateViews() {
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cap60FPS_ = g_Config.iForceMaxEmulatedFPS == 60;
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showDebugStats_ = g_Config.bShowDebugStats;
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const float speedPercent = (g_Config.iFpsLimit / 60.0f) * 100.0f;
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iAlternateSpeedPercent_ = (int)speedPercent;
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iAlternateSpeedPercent_ = (g_Config.iFpsLimit * 100) / 60;
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// Information in the top left.
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// Back button to the bottom left.
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@ -109,7 +108,7 @@ void GameSettingsScreen::CreateViews() {
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frameSkipAuto_->SetEnabled(g_Config.iFrameSkip != 0);
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graphicsSettings->Add(new CheckBox(&cap60FPS_, gs->T("Force max 60 FPS (helps GoW)")));
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graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), screenManager()));
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graphicsSettings->Add(new PopupSliderChoice(&iAlternateSpeedPercent_, 0, 600, gs->T("Alternative Speed", "Alternative Speed (in %, 0 = unlimited)"), 5, screenManager()));
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graphicsSettings->Add(new ItemHeader(gs->T("Features")));
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postProcChoice_ = graphicsSettings->Add(new Choice(gs->T("Postprocessing Shader")));
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@ -436,8 +435,7 @@ void GameSettingsScreen::update(InputState &input) {
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UIScreen::update(input);
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g_Config.iForceMaxEmulatedFPS = cap60FPS_ ? 60 : 0;
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const float fpsLimit = (iAlternateSpeedPercent_ / 100.0f) * 60.0f;
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g_Config.iFpsLimit = (int)fpsLimit;
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g_Config.iFpsLimit = (iAlternateSpeedPercent_ * 60) / 100;
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if (g_Config.bShowDebugStats != showDebugStats_) {
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// This affects the jit.
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