spring: develop e046ffe7 | [ Diff ] [ Back to Repository ] | |||
Author | Committer | Branch | Timestamp | Parent |
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Tobi Vollebregt | Tobi Vollebregt | develop | 2011-03-21 22:31:28 | develop 031c57db |
Changeset | Update gs->frameNum before calling GameFrame call-in This fixes e.g. TTLs of CEGs being emitted by LUS after a Sleep or WaitFor being one lower than specified. The "wrong" frameNum is still passed to Lua to prevent breaking code that depends on the existance of frame 0. (it doesn't exist, really!) Note that this does mean that Spring.GetGameFrame, Spring.GetGameSeconds return a value 1 frame higher than before / than passed as argument to GameFrame, when called from within the GameFrame call-in. |
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mod - cont/base/springcontent/LuaGadgets/Gadgets/unit_script.lua | [ Diff ] [ File ] | |||
mod - rts/Game/Game.cpp | [ Diff ] [ File ] |