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Remove game.gametimer in favor of game.frames

PR #279 added game.gametimer solely for the editor ghosts feature. It
seems that whoever originally wrote it (Leo for the now-dead VVVVVV:
Community Edition, I believe) forgot that the game already had its own
timer, that they could use.

The game timer does increment on unfocus pause (whereas this doesn't),
but that's a separate issue, and it ought to not do that.
This commit is contained in:
Misa 2021-03-21 16:58:08 -07:00 committed by Ethan Lee
parent 17169320b4
commit d45e6f6254
4 changed files with 1 additions and 6 deletions

View file

@ -352,7 +352,6 @@ void Game::init(void)
skipfakeload = false; skipfakeload = false;
ghostsenabled = false; ghostsenabled = false;
gametimer = 0;
cliplaytest = false; cliplaytest = false;
playx = 0; playx = 0;

View file

@ -436,8 +436,6 @@ public:
void returntoeditor(void); void returntoeditor(void);
#endif #endif
int gametimer;
bool inline inspecial(void) bool inline inspecial(void)
{ {
return inintermission || insecretlab || intimetrial || nodeathmode; return inintermission || insecretlab || intimetrial || nodeathmode;

View file

@ -130,7 +130,7 @@ void gamerenderfixed(void)
{ {
if (map.custommode && !map.custommodeforreal) if (map.custommode && !map.custommodeforreal)
{ {
if (game.gametimer % 3 == 0) if (game.frames % 3 == 0)
{ {
int i = obj.getplayer(); int i = obj.getplayer();
GhostInfo ghost; GhostInfo ghost;

View file

@ -612,7 +612,6 @@ int main(int argc, char *argv[])
#endif #endif
key.isActive = true; key.isActive = true;
game.gametimer = 0;
gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs); gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
loop_assign_active_funcs(); loop_assign_active_funcs();
@ -747,7 +746,6 @@ static void focused_begin(void)
{ {
Mix_Resume(-1); Mix_Resume(-1);
Mix_ResumeMusic(); Mix_ResumeMusic();
game.gametimer++;
} }
static void focused_end(void) static void focused_end(void)