// // #include "time_lib.h" #include "io/timer.h" #include "scripting/api/objs/time_obj.h" namespace scripting { namespace api { ADE_LIB(l_Time, "Time", "time", "Real-Time library"); ADE_FUNC(getCurrentTime, l_Time, nullptr, "Gets the current real-time timestamp, i.e. the actual elapsed time, regardless of whether the game has changed time compression or been paused.", "timestamp", "The current time") { return ade_set_args(L, "o", l_Timestamp.Set(timer_get_nanoseconds())); } ADE_FUNC(getCurrentMissionTime, l_Time, nullptr, "Gets the current mission-time timestamp, which can be affected by time compression and paused.", "timestamp", "The current mission time") { return ade_set_args(L, "o", l_Timestamp.Set(timestamp_get_mission_time_in_microseconds() * NANOSECONDS_PER_MICROSECOND)); } } // namespace api } // namespace scripting