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	Scale timers
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		@@ -287,7 +287,7 @@ int main(int argc, char** argv) {
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		}
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	}
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	uint32_t currentFrameDelta = highFrameDelta;	
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	uint32_t currentFrameDelta = highFrameDelta;
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	// These values are adjust them selves to the current framerate should it update.
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	uint32_t logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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	uint32_t shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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@@ -314,17 +314,24 @@ int main(int argc, char** argv) {
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			newFrameDelta = PerformanceManager::GetServerFrameDelta();
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		}
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		// Update to the new framerate
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		// Update to the new framerate and scale all timings to said new framerate
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		if (newFrameDelta != currentFrameDelta) {
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			float_t ratioBeforeToAfter = (float)currentFrameDelta / (float)newFrameDelta;
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			currentFrameDelta = newFrameDelta;
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			currentFramerate = MS_TO_FRAMES(newFrameDelta);
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			Game::logger->LogDebug("WorldServer", "Framerate for zone/instance/clone %i/%i/%i is now %i", zoneID, instanceID, cloneID, currentFramerate);
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			logFlushTime = 15 * currentFramerate; // 15 seconds in frames
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			framesSinceLastFlush *= ratioBeforeToAfter;
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			shutdownTimeout = 10 * 60 * currentFramerate; // 10 minutes in frames
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			framesSinceLastUser *= ratioBeforeToAfter;
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			noMasterConnectionTimeout = 5 * currentFramerate; // 5 seconds in frames
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			framesSinceMasterDisconnect *= ratioBeforeToAfter;
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			chatReconnectionTime = 30 * currentFramerate; // 30 seconds in frames
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			framesSinceChatDisconnect *= ratioBeforeToAfter;
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			saveTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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			framesSinceLastUsersSave *= ratioBeforeToAfter;
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			sqlPingTime = 10 * 60 * currentFramerate; // 10 minutes in frames
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			framesSinceLastSQLPing *= ratioBeforeToAfter;
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		}
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		//Warning if we ran slow
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