Use ClockTicks class for the timer values saved and restored when creating a savegame

git-svn-id: https://svn.eduke32.com/eduke32@8537 1a8010ca-5511-0410-912e-c29ae57300e0

# Conflicts:
#	source/duke3d/src/savegame.cpp
This commit is contained in:
terminx 2020-01-29 11:35:51 +00:00 committed by Christoph Oelckers
parent a32da009bd
commit 9e86e83da8

View file

@ -486,16 +486,16 @@ int32_t G_LoadPlayer(FSaveGameNode *sv)
////////// TIMER SAVING/RESTORING //////////
static struct {
int32_t totalclock, totalclocklock; // engine
int32_t ototalclock, lockclock; // game
ClockTicks totalclock, totalclocklock; // engine
ClockTicks ototalclock, lockclock; // game
} g_timers;
static void G_SaveTimers(void)
{
g_timers.totalclock = (int32_t) totalclock;
g_timers.totalclocklock = (int32_t) totalclocklock;
g_timers.ototalclock = (int32_t) ototalclock;
g_timers.lockclock = (int32_t) lockclock;
g_timers.totalclock = totalclock;
g_timers.totalclocklock = totalclocklock;
g_timers.ototalclock = ototalclock;
g_timers.lockclock = lockclock;
}
static void G_RestoreTimers(void)
@ -550,7 +550,6 @@ bool G_SavePlayer(FSaveGameNode *sv)
Net_WaitForServer();
G_RestoreTimers();
ototalclock = totalclock;
VM_OnEvent(EVENT_POSTSAVEGAME, g_player[myconnectindex].ps->i, myconnectindex);