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author | Thanasis Antoniou | 2019-05-31 16:42:31 +0300 |
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committer | Thanasis Antoniou | 2019-05-31 16:43:10 +0300 |
commit | 35daa692aff1cb2d6aa0cbca3480fa8c50be55c6 (patch) | |
tree | 47276958b4d407440b0a1b13670961f144d793fc /engines/bladerunner/time.cpp | |
parent | 2b2c8d6f9390229c7dd9a5cc805641979bea6b64 (diff) | |
download | scummvm-rg350-35daa692aff1cb2d6aa0cbca3480fa8c50be55c6.tar.gz scummvm-rg350-35daa692aff1cb2d6aa0cbca3480fa8c50be55c6.tar.bz2 scummvm-rg350-35daa692aff1cb2d6aa0cbca3480fa8c50be55c6.zip |
BLADERUNNER: Fix bad timer initialization for actors after LOAD
Diffstat (limited to 'engines/bladerunner/time.cpp')
-rw-r--r-- | engines/bladerunner/time.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/engines/bladerunner/time.cpp b/engines/bladerunner/time.cpp index 5d82a0cd55..ff7b6a78b5 100644 --- a/engines/bladerunner/time.cpp +++ b/engines/bladerunner/time.cpp @@ -70,4 +70,13 @@ bool Time::isLocked() { return _pauseCount > 0; } +// To be called before loading a new game, since +// the offset should be reset to zero and _pauseStart should be current() (ie currentSystem() - _start) +// TODO Explore if it would make sense to only use the Engine methods for time accounting (pauseEngine, get/setTotalPlatTime) +// or do we need separated/independent time accounting and pausing? +void Time::resetPauseStart() { + _offset = 0; + _pauseStart = current(); +} + } // End of namespace BladeRunner |