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SWORD25: Fix bug #6981: High CPU usage on one core
The game loop is implemented in Lua, and there are no delays. Now we wait 10ms on each event pulling, as we always do.
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@ -257,6 +257,7 @@ static int processMessages(lua_State *L) {
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// to the closeWanted() opcode; see also the TODO comment in there.
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lua_pushbooleancpp(L, !Engine::shouldQuit());
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g_system->delayMillis(10);
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return 1;
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}
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