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AGI: Don't pause in game timer while in menus
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Original interpreter did not do it and we paused music/sfx,
which the original interpreter also didn't do.
Shouldn't cause issues.
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Martin Kiewitz committed Feb 2, 2016
1 parent 5cd7ad8 commit 8a29f98
Showing 1 changed file with 0 additions and 6 deletions.
6 changes: 0 additions & 6 deletions engines/agi/menu.cpp
Expand Up @@ -324,9 +324,6 @@ void GfxMenu::execute() {
}
}

// original AGI did not do this, at least when the menu was called by scripts
_vm->inGameTimerPause();

if (viaKeyboard) {
_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_MENU_VIA_KEYBOARD);
} else if (viaMouse) {
Expand All @@ -337,9 +334,6 @@ void GfxMenu::execute() {
_vm->mainCycle();
} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));

// original AGI did not do this, at least when the menu was called by scripts
_vm->inGameTimerResume();

if (_drawnMenuNr >= 0) {
removeActiveMenu(_drawnMenuNr);
}
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