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5 changes: 4 additions & 1 deletion Generals/Code/GameEngine/Source/GameClient/InGameUI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1848,7 +1848,10 @@ void InGameUI::update()
// frame
//
UnsignedInt currLogicFrame = TheGameLogic->getFrame();
const int messageTimeout = m_messageDelayMS / LOGICFRAMES_PER_SECOND / 1000;
// TheSuperHackers @bugfix bobtista 13/08/2026 Convert the message delay from milliseconds to logic frames
// instead of dividing by both, which evaluated to floor(m_messageDelayMS / 30000) and was therefore 0 for
// every delay below 30 seconds, making MessageDelayMS have no effect.
const int messageTimeout = REAL_TO_INT_CEIL( ConvertDurationFromMsecsToFrames( (Real)m_messageDelayMS ) );
UnsignedByte r, g, b, a;
Int amount;
for( i = MAX_UI_MESSAGES - 1; i >= 0; i-- )
Expand Down
5 changes: 4 additions & 1 deletion GeneralsMD/Code/GameEngine/Source/GameClient/InGameUI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1882,7 +1882,10 @@ void InGameUI::update()
// frame
//
UnsignedInt currLogicFrame = TheGameLogic->getFrame();
const int messageTimeout = m_messageDelayMS / LOGICFRAMES_PER_SECOND / 1000;
// TheSuperHackers @bugfix bobtista 13/08/2026 Convert the message delay from milliseconds to logic frames
// instead of dividing by both, which evaluated to floor(m_messageDelayMS / 30000) and was therefore 0 for
// every delay below 30 seconds, making MessageDelayMS have no effect.
const int messageTimeout = REAL_TO_INT_CEIL( ConvertDurationFromMsecsToFrames( (Real)m_messageDelayMS ) );
UnsignedByte r, g, b, a;
Int amount;
for( i = MAX_UI_MESSAGES - 1; i >= 0; i-- )
Expand Down
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