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authorPaul Gilbert2008-05-24 00:54:04 +0000
committerPaul Gilbert2008-05-24 00:54:04 +0000
commit76c43c94d15f50f77ea76e61b59fef309c086b70 (patch)
tree1ed089835c8df26c1744764c85849470cb820d26 /engines/lure/game.cpp
parent2b24a659a78abc2c3b3c62b7278046ad7607c4f2 (diff)
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Changed the delayed sequence list from using a system milliseconds expiry point to a milliseconds countdown - this should fix potential problems that could arise if a modal dialog was kept on-screen too long
svn-id: r32237
Diffstat (limited to 'engines/lure/game.cpp')
-rw-r--r--engines/lure/game.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/engines/lure/game.cpp b/engines/lure/game.cpp
index c87f81618a..f9b31c21c5 100644
--- a/engines/lure/game.cpp
+++ b/engines/lure/game.cpp
@@ -167,6 +167,7 @@ void Game::execute() {
if (system.getMillis() > timerVal + GAME_FRAME_DELAY) {
timerVal = system.getMillis();
nextFrame();
+ res.delayList().tick();
Sound.musicInterface_ContinuePlaying();
}
@@ -177,8 +178,6 @@ void Game::execute() {
tickCheck();
}
- res.delayList().tick();
-
while (events.pollEvent()) {
if (events.type() == Common::EVENT_KEYDOWN) {
uint16 roomNum = room.roomNumber();