MADS: Clarified Events::_currentTimer as Scene::_frameStartTime
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parent
984099ae2c
commit
c2587af8f2
8 changed files with 21 additions and 14 deletions
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@ -116,7 +116,7 @@ int SequenceList::add(int spriteListIndex, bool flipped, int frameIndex, int tri
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_entries[seqIndex]._numTicks = numTicks;
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_entries[seqIndex]._extraTicks = extraTicks;
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_entries[seqIndex]._timeout = _vm->_events->_currentTimer + delayTicks;
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_entries[seqIndex]._timeout = scene._frameStartTime + delayTicks;
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_entries[seqIndex]._triggerCountdown = triggerCountdown;
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_entries[seqIndex]._doneFlag = false;
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@ -131,6 +131,7 @@ int SequenceList::add(int spriteListIndex, bool flipped, int frameIndex, int tri
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}
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int SequenceList::addTimer(int time, int abortVal) {
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Scene &scene = _vm->_game->_scene;
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uint seqIndex;
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for (seqIndex = 0; seqIndex < _entries.size(); ++seqIndex) {
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if (!_entries[seqIndex]._active)
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@ -143,7 +144,7 @@ int SequenceList::addTimer(int time, int abortVal) {
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se._spritesIndex = -1;
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se._numTicks = time;
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se._extraTicks = 0;
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se._timeout = _vm->_events->_currentTimer + time;
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se._timeout = scene._frameStartTime + time;
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se._triggerCountdown = true;
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se._doneFlag = false;
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se._entries._count = 0;
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@ -309,12 +310,13 @@ bool SequenceList::loadSprites(int seqIndex) {
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* Handles counting down entries in the timer list for action
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*/
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void SequenceList::tick() {
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Scene &scene = _vm->_game->_scene;
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for (uint idx = 0; idx < _entries.size(); ++idx) {
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if ((_vm->_game->_abortTimers2 == 0) && (_vm->_game->_abortTimers != 0))
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break;
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SequenceEntry &seqEntry = _entries[idx];
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uint32 currentTimer = _vm->_events->_currentTimer;
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uint32 currentTimer = scene._frameStartTime;
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if (!seqEntry._active || (currentTimer < seqEntry._timeout))
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continue;
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