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