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AGI: Don't pause in game timer while in menus
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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@ -324,9 +324,6 @@ void GfxMenu::execute() {
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}
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}
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// original AGI did not do this, at least when the menu was called by scripts
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_vm->inGameTimerPause();
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if (viaKeyboard) {
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_vm->cycleInnerLoopActive(CYCLE_INNERLOOP_MENU_VIA_KEYBOARD);
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} else if (viaMouse) {
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@ -337,9 +334,6 @@ void GfxMenu::execute() {
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_vm->mainCycle();
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} while (_vm->cycleInnerLoopIsActive() && !(_vm->shouldQuit() || _vm->_restartGame));
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// original AGI did not do this, at least when the menu was called by scripts
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_vm->inGameTimerResume();
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if (_drawnMenuNr >= 0) {
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removeActiveMenu(_drawnMenuNr);
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}
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