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* Measure afterburner cooldowns on the mission clock afterburners_start()/afterburners_stop() timed the +Aburn Cooldown Time delay and the player's 1.3 s re-engage delay with timer_get_milliseconds(), the real clock. Under time compression a cooldown therefore lasted longer in mission time than the table says, and it kept running while the game was paused. The cooldown was added in 2020 and reused the retail re-engage check's real-clock "now"; the rest of the file (ABURN_DECAY_TIME, the sound timers) already uses mission timestamps. Both delays now use the mission clock. The mission clock does not run outside missions, so it can still be near zero when the first mission of a session starts; the "last stopped" and "last started" times therefore start out invalid instead of 0, so that no delay is in effect before the afterburner has been used. Without time compression or pausing, the delays behave as before. * Drop stale afterburner comment and use fl2i for the cooldown cast The comment described an earlier startup state rather than the current behavior. fl2i is the project's float-to-int macro and truncates the same way the old C-style cast did. * Remove the remaining afterburner cooldown comment Timestamps running on mission time is the common case, so it doesn't need a comment.
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