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authorThanasis Antoniou2019-05-31 16:42:31 +0300
committerThanasis Antoniou2019-05-31 16:43:10 +0300
commit35daa692aff1cb2d6aa0cbca3480fa8c50be55c6 (patch)
tree47276958b4d407440b0a1b13670961f144d793fc /engines/bladerunner/time.cpp
parent2b2c8d6f9390229c7dd9a5cc805641979bea6b64 (diff)
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BLADERUNNER: Fix bad timer initialization for actors after LOAD
Diffstat (limited to 'engines/bladerunner/time.cpp')
-rw-r--r--engines/bladerunner/time.cpp9
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