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author | Martin Kiewitz | 2016-02-03 02:40:01 +0100 |
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committer | Martin Kiewitz | 2016-02-03 02:40:01 +0100 |
commit | 34117170f2955e854a93925a652af37575361b44 (patch) | |
tree | f63d6592f41195be8999ce8101c3e0e15d8cb6d0 /engines/agi/cycle.cpp | |
parent | 778c1ddb69bb45b6992fdc9b8fff6b2c8d3e22ac (diff) | |
download | scummvm-rg350-34117170f2955e854a93925a652af37575361b44.tar.gz scummvm-rg350-34117170f2955e854a93925a652af37575361b44.tar.bz2 scummvm-rg350-34117170f2955e854a93925a652af37575361b44.zip |
AGI: Change cycle delay handling, seems to fix GR
Removed pollTimer()
Renamed pause() to wait()
Doing 10 msec delays instead of at least 50 msec per EventProcess
Seems to fix weird Gold Rush ingame timer issue?! bug #4147
Diffstat (limited to 'engines/agi/cycle.cpp')
-rw-r--r-- | engines/agi/cycle.cpp | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp index 4d870d9ccf..630a91a93a 100644 --- a/engines/agi/cycle.cpp +++ b/engines/agi/cycle.cpp @@ -174,14 +174,11 @@ void AgiEngine::interpretCycle() { } // We return the current key, or 0 if no key was pressed -uint16 AgiEngine::processAGIEvents(bool doDelay) { +uint16 AgiEngine::processAGIEvents() { uint16 key; ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY]; - if (doDelay) { - pollTimer(); - } - + wait(10); key = doPollKeyboard(); // In AGI Mouse emulation mode we must update the mouse-related |