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authorMartin Kiewitz2016-02-02 21:28:47 +0100
committerMartin Kiewitz2016-02-02 21:28:47 +0100
commit8a29f98c9c2139da6c1f6bb2237765cad2534b34 (patch)
treeab0c0014483a952a3e44d86e25faa3f3d7d1a024 /engines/agi
parent5cd7ad8622d9e131a5bbdc167c16efa6ca29b686 (diff)
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AGI: Don't pause in game timer while in menus
Original interpreter did not do it and we paused music/sfx, which the original interpreter also didn't do. Shouldn't cause issues.
Diffstat (limited to 'engines/agi')
-rw-r--r--engines/agi/menu.cpp6
1 files changed, 0 insertions, 6 deletions
diff --git a/engines/agi/menu.cpp b/engines/agi/menu.cpp
index 3e00c9a7bd..9ecf9c5977 100644
--- a/engines/agi/menu.cpp
+++ b/engines/agi/menu.cpp
@@ -324,9 +324,6 @@ void GfxMenu::execute() {
}
}
- // original AGI did not do this, at least when the menu was called by scripts
- _vm->inGameTimerPause();
-
if (viaKeyboard) {
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_MENU_VIA_KEYBOARD);
} else if (viaMouse) {
@@ -337,9 +334,6 @@ void GfxMenu::execute() {
_vm->mainCycle();
} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
- // original AGI did not do this, at least when the menu was called by scripts
- _vm->inGameTimerResume();
-
if (_drawnMenuNr >= 0) {
removeActiveMenu(_drawnMenuNr);
}