Also reset the time to 0, to indicate the timer is inactive
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@@ -1861,6 +1861,7 @@ void special_increase_age(long length, bool queue) {
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univ.party.age = j;
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univ.party.age = j;
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queue_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc);
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queue_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc);
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} else run_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc, nullptr, nullptr, &need_redraw);
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} else run_special(eSpecCtx::TOWN_TIMER, eSpecCtxType::TOWN, univ.town->timers[i].node, trigger_loc, nullptr, nullptr, &need_redraw);
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univ.town->timers[i].time = 0;
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}
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}
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stat_area = true;
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stat_area = true;
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if(need_redraw)
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if(need_redraw)
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@@ -1878,6 +1879,7 @@ void special_increase_age(long length, bool queue) {
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univ.party.age = j;
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univ.party.age = j;
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queue_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc);
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queue_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc);
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} else run_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc, nullptr, nullptr,&need_redraw);
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} else run_special(eSpecCtx::SCEN_TIMER, eSpecCtxType::SCEN, univ.scenario.scenario_timers[i].node, trigger_loc, nullptr, nullptr,&need_redraw);
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univ.scenario.scenario_timers[i].time = 0;
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}
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}
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stat_area = true;
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stat_area = true;
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if(need_redraw)
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if(need_redraw)
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