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authorMartin Kiewitz2016-01-31 20:53:36 +0100
committerMartin Kiewitz2016-01-31 20:53:36 +0100
commitfd9c46831df3bcd09bc6f85d5e41c2beb3f7c024 (patch)
tree7e85bd08b17c976e78d628fe0da427726ba0ccf3 /engines/agi/graphics.cpp
parent9acbe6f3f42a35becf3dcff04d758b3286c05c7e (diff)
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AGI: remove timer hack, implement in game timer
in game timer is now updated, when scripts read in game timer VM variables and during main loop. ScummVM total play time feature is used for it. Game cycle syncing is done at the same time.
Diffstat (limited to 'engines/agi/graphics.cpp')
-rw-r--r--engines/agi/graphics.cpp10
1 files changed, 0 insertions, 10 deletions
diff --git a/engines/agi/graphics.cpp b/engines/agi/graphics.cpp
index b19e729409..f1407715cc 100644
--- a/engines/agi/graphics.cpp
+++ b/engines/agi/graphics.cpp
@@ -156,16 +156,6 @@ int GfxMgr::deinitVideo() {
return errOK;
}
-int GfxMgr::initMachine() {
- _vm->_clockCount = 0;
-
- return errOK;
-}
-
-int GfxMgr::deinitMachine() {
- return errOK;
-}
-
void GfxMgr::setRenderStartOffset(uint16 offsetY) {
if (offsetY >= (DISPLAY_HEIGHT - SCRIPT_HEIGHT))
error("invalid render start offset");