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AGI: Remove old clockEnabled boolean
No longer needed We use ScummVM system total play time functionality instead
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@ -372,7 +372,6 @@ AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBas
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_game.gfxMode = true;
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_game.clockEnabled = false;
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_game.state = STATE_INIT;
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_keyQueueStart = 0;
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@ -444,7 +444,6 @@ struct AgiGame {
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// internal flags
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bool playerControl; /**< player is in control */
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int clockEnabled; /**< clock is on/off */
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int exitAllLogics; /**< break cycle after new.room */
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bool pictureShown; /**< show.pic has been issued */
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int hasPrompt; /**< input prompt has been printed */
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@ -341,7 +341,6 @@ int AgiEngine::playGame() {
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setVar(VM_VAR_TIME_DELAY, 2); // "normal" speed
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_game.gfxMode = true;
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_game.clockEnabled = true;
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_text->promptRow_Set(22);
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// We run AGIMOUSE always as a side effect
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@ -1786,15 +1786,11 @@ void cmdPause(AgiGame *state, uint8 *parameter) {
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if (!skipPause) {
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// Show pause message box
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int originalClockState = state->clockEnabled;
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vm->inGameTimerPause();
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state->clockEnabled = false;
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state->_vm->_systemUI->pauseDialog();
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vm->inGameTimerResume();
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state->clockEnabled = originalClockState;
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}
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}
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@ -157,7 +157,8 @@ int AgiEngine::saveGame(const Common::String &fileName, const Common::String &de
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} else {
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out->writeSint16BE(0);
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}
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out->writeSint16BE((int16)_game.clockEnabled);
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out->writeSint16BE(1); // was clock enabled
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// (previous in-game-timer, in-game-timer is always enabled during the regular game, so need to save/load it)
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out->writeSint16BE((int16)_game.exitAllLogics);
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out->writeSint16BE((int16)_game.pictureShown);
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out->writeSint16BE((int16)_game.hasPrompt);
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@ -482,7 +483,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) {
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} else {
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_text->statusDisable();
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}
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_game.clockEnabled = in->readSint16BE();
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in->readSint16BE(); // was clock enabled, no longer needed
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_game.exitAllLogics = in->readSint16BE();
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in->readSint16BE(); // was _game.pictureShown
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//_game.pictureShown = in->readSint16BE();
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