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author | Eugene Sandulenko | 2016-02-21 22:49:54 +0100 |
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committer | Eugene Sandulenko | 2016-02-21 22:53:26 +0100 |
commit | 59aede6228695af605f447c20f2caaf137559043 (patch) | |
tree | dcda1408c180f21883c7d3c6f0cb000b719d3000 /engines | |
parent | 93af01a58acf6dcb3bb7e6efcb62662192258e4e (diff) | |
download | scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.tar.gz scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.tar.bz2 scummvm-rg350-59aede6228695af605f447c20f2caaf137559043.zip |
SWORD25: Fix bug #6981: High CPU usage on one core
The game loop is implemented in Lua, and there are no delays.
Now we wait 10ms on each event pulling, as we always do.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword25/kernel/kernel_script.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/engines/sword25/kernel/kernel_script.cpp b/engines/sword25/kernel/kernel_script.cpp index 1b7c6a6f14..40dcbd5b98 100644 --- a/engines/sword25/kernel/kernel_script.cpp +++ b/engines/sword25/kernel/kernel_script.cpp @@ -257,6 +257,7 @@ static int processMessages(lua_State *L) { // to the closeWanted() opcode; see also the TODO comment in there. lua_pushbooleancpp(L, !Engine::shouldQuit()); + g_system->delayMillis(10); return 1; } |