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Update game time before sending game_ready events
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Otherwise timers created by those events will start in the future.
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dscharrer committed Jul 19, 2016
1 parent 02908e3 commit 6e504c6
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions src/core/Core.cpp
Expand Up @@ -589,17 +589,17 @@ void levelInit() {

entities.player()->_npcdata->vvpos = -99999;

SendGameReadyMsg();
PLAYER_MOUSELOOK_ON = false;
player.Interface &= ~INTER_NOTE;

if(!TIME_INIT) {
arxtime.force_time_restore(FORCE_TIME_RESTORE);
arxtime.force_frame_time_restore(FORCE_TIME_RESTORE);
} else {
arxtime.resume();
}

SendGameReadyMsg();
PLAYER_MOUSELOOK_ON = false;
player.Interface &= ~INTER_NOTE;

EntityHandle t = entities.getById("seat_stool1_0012");
if(ValidIONum(t)) {
entities[t]->ioflags |= IO_FORCEDRAW;
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