diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp index 34a81b5ec53..785f4b564fe 100644 --- a/engines/agi/agi.cpp +++ b/engines/agi/agi.cpp @@ -372,7 +372,6 @@ AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBas _game.gfxMode = true; - _game.clockEnabled = false; _game.state = STATE_INIT; _keyQueueStart = 0; diff --git a/engines/agi/agi.h b/engines/agi/agi.h index 9d220d20621..f476801960e 100644 --- a/engines/agi/agi.h +++ b/engines/agi/agi.h @@ -444,7 +444,6 @@ struct AgiGame { // internal flags bool playerControl; /**< player is in control */ - int clockEnabled; /**< clock is on/off */ int exitAllLogics; /**< break cycle after new.room */ bool pictureShown; /**< show.pic has been issued */ int hasPrompt; /**< input prompt has been printed */ diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp index 67a238df08c..cff1cd970b3 100644 --- a/engines/agi/cycle.cpp +++ b/engines/agi/cycle.cpp @@ -341,7 +341,6 @@ int AgiEngine::playGame() { setVar(VM_VAR_TIME_DELAY, 2); // "normal" speed _game.gfxMode = true; - _game.clockEnabled = true; _text->promptRow_Set(22); // We run AGIMOUSE always as a side effect diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index 2757807ed40..3636f3170bc 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -1786,15 +1786,11 @@ void cmdPause(AgiGame *state, uint8 *parameter) { if (!skipPause) { // Show pause message box - int originalClockState = state->clockEnabled; - vm->inGameTimerPause(); - state->clockEnabled = false; state->_vm->_systemUI->pauseDialog(); vm->inGameTimerResume(); - state->clockEnabled = originalClockState; } } diff --git a/engines/agi/saveload.cpp b/engines/agi/saveload.cpp index 6b1b5495f7e..f05655ea7b8 100644 --- a/engines/agi/saveload.cpp +++ b/engines/agi/saveload.cpp @@ -157,7 +157,8 @@ int AgiEngine::saveGame(const Common::String &fileName, const Common::String &de } else { out->writeSint16BE(0); } - out->writeSint16BE((int16)_game.clockEnabled); + out->writeSint16BE(1); // was clock enabled + // (previous in-game-timer, in-game-timer is always enabled during the regular game, so need to save/load it) out->writeSint16BE((int16)_game.exitAllLogics); out->writeSint16BE((int16)_game.pictureShown); out->writeSint16BE((int16)_game.hasPrompt); @@ -482,7 +483,7 @@ int AgiEngine::loadGame(const Common::String &fileName, bool checkId) { } else { _text->statusDisable(); } - _game.clockEnabled = in->readSint16BE(); + in->readSint16BE(); // was clock enabled, no longer needed _game.exitAllLogics = in->readSint16BE(); in->readSint16BE(); // was _game.pictureShown //_game.pictureShown = in->readSint16BE();