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De-duplicate zeroing the game clock

For some reason, resetgameclock() is only ever used in gamerender(), and
everywhere else just zeroes the clock manually. This is weird to me, so
I've made it so everywhere that zeroes the clock uses the
resetgameclock() function to do so.
This commit is contained in:
Misa 2021-04-13 14:36:21 -07:00 committed by Ethan Lee
parent 54c0a8a109
commit 2517900010
2 changed files with 3 additions and 12 deletions

View file

@ -214,10 +214,7 @@ void Game::init(void)
deathcounts = 0;
gameoverdelay = 0;
frames = 0;
seconds = 0;
minutes = 0;
hours = 0;
resetgameclock();
gamesaved = false;
gamesavefailed = false;
savetime = "00:00";

View file

@ -1542,10 +1542,7 @@ void scriptclass::run(void)
game.deathcounts = 0;
game.advancetext = false;
game.hascontrol = true;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.resetgameclock();
game.gravitycontrol = 0;
game.teleport = false;
game.companion = 0;
@ -3543,10 +3540,7 @@ void scriptclass::hardreset(void)
game.deathcounts = 0;
game.gameoverdelay = 0;
game.frames = 0;
game.seconds = 0;
game.minutes = 0;
game.hours = 0;
game.resetgameclock();
game.gamesaved = false;
game.gamesavefailed = false;
game.savetime = "00:00";