Don't reset timer in CBotStack::AllocateStack
The timer is already reset in CBotProgram::Run. This prevents many cases where the game will hang or rendering is interrupted. This fixes behavior of the script example in #874. The script example in #971 doesn't hang the game anymore.1164-fix
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a46fee4d4e
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@ -63,7 +63,6 @@ CBotStack* CBotStack::AllocateStack()
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memset(p, 0, size);
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p->m_block = BlockVisibilityType::BLOCK;
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m_timer = m_initimer; // sets the timer at the beginning
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CBotStack* pp = p;
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pp += MAXSTACK;
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