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1 change: 1 addition & 0 deletions Core/GameEngine/Include/GameClient/ControlBar.h
Original file line number Diff line number Diff line change
Expand Up @@ -1029,6 +1029,7 @@ class ControlBar : public SubsystemInterface


Bool m_genStarFlash;
Real m_genStarFlashAccumSec;
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Int m_lastFlashedAtPointValue;

ICoord2D m_controlBarForegroundMarkerPos;
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11 changes: 10 additions & 1 deletion Core/GameEngine/Source/GameClient/GUI/ControlBar/ControlBar.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@
#define DEFINE_RADIUSCURSOR_NAMES

#include "Common/ActionManager.h"
#include "Common/FramePacer.h"
#include "Common/GameType.h"
#include "Common/MultiplayerSettings.h"
#include "Common/NameKeyGenerator.h"
Expand Down Expand Up @@ -904,6 +905,7 @@ ControlBar::ControlBar()
m_currContext = CB_CONTEXT_NONE;
m_defaultControlBarPosition.x = m_defaultControlBarPosition.y = 0;
m_genStarFlash = FALSE;
m_genStarFlashAccumSec = 0.0f;
m_genStarOff = nullptr;
m_genStarOn = nullptr;
m_UIDirty = FALSE;
Expand Down Expand Up @@ -1681,7 +1683,14 @@ const Image *ControlBar::getStarImage()
return nullptr;
}

if(TheGameLogic->getFrame()% LOGICFRAMES_PER_SECOND > LOGICFRAMES_PER_SECOND/2)
// TheSuperHackers @tweak bobtista 27/06/2026 Blink on a wall-clock cycle so the rate is independent of render frame rate and logic time scale.
m_genStarFlashAccumSec += TheFramePacer->getUpdateTime();
const Real blinkPeriodSec = 1.0f;
while( m_genStarFlashAccumSec >= blinkPeriodSec )
{
m_genStarFlashAccumSec -= blinkPeriodSec;
}
if( m_genStarFlashAccumSec >= blinkPeriodSec / 2 )
{
GadgetButtonSetEnabledImage(win, m_generalButtonHighlight);
return nullptr;
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