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authorPaul Gilbert2009-08-17 11:51:42 +0000
committerPaul Gilbert2009-08-17 11:51:42 +0000
commit58ec3e67eff75f6f8c6a7d9802dc42544a0f6b03 (patch)
tree0ac7f52258cf565102a466af209efdd6fd3a275e /engines
parenta9eb98c2184d670ab1f0e730ff75f189e925ae8c (diff)
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Switched event loop while/do to do/while, to ensure event handling occurs even when the game is under heavy load
svn-id: r43471
Diffstat (limited to 'engines')
-rw-r--r--engines/cruise/cruise_main.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/cruise/cruise_main.cpp b/engines/cruise/cruise_main.cpp
index 94dfc95cb5..aa3283aab7 100644
--- a/engines/cruise/cruise_main.cpp
+++ b/engines/cruise/cruise_main.cpp
@@ -1738,7 +1738,7 @@ void CruiseEngine::mainLoop(void) {
// Delay for the specified amount of time, but still respond to events
bool skipEvents = false;
- while (currentTick < lastTick + _gameSpeed) {
+ do {
g_system->delayMillis(10);
currentTick = g_system->getMillis();
@@ -1749,7 +1749,7 @@ void CruiseEngine::mainLoop(void) {
if (_vm->getDebugger()->isAttached())
_vm->getDebugger()->onFrame();
- }
+ } while (currentTick < lastTick + _gameSpeed);
} else {
manageEvents();