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.
This commit is contained in:
Martin Kiewitz 2016-02-02 21:28:47 +01:00
parent 5cd7ad8622
commit 8a29f98c9c

View File

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