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author | Aki <please@ignore.pl> | 2022-03-08 19:33:59 +0100 |
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committer | Aki <please@ignore.pl> | 2022-03-08 19:33:59 +0100 |
commit | e472d9537ee7919630e5f6039f8425b06f6c4213 (patch) | |
tree | c146d59b532ec1ae248727faa182102cab6365e2 /Stars45/Player.cpp | |
parent | b563a07d9fcaa58514eeb3ec78438db56ecf2e63 (diff) | |
download | starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.zip starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.tar.gz starshatter-e472d9537ee7919630e5f6039f8425b06f6c4213.tar.bz2 |
Replaced time funcs from Game with Clock equivalents
This excludes time compression stuff, as it will need some more
attention due to casting.
I don't quite like the long invocations that go through game instance
first then get the clock. It looks bad. I'll need to rethink how
modules are being made available in the codebase.
Diffstat (limited to 'Stars45/Player.cpp')
-rw-r--r-- | Stars45/Player.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Stars45/Player.cpp b/Stars45/Player.cpp index 9ba5c35..e4944e6 100644 --- a/Stars45/Player.cpp +++ b/Stars45/Player.cpp @@ -641,7 +641,7 @@ Player::GetMissionPoints(ShipStats* s, DWORD start_time) if (s) { result = s->GetPoints(); - int flight_time = (Game::GetInstance()->GameTime() - start_time) / 1000; + int flight_time = (Game::GetInstance()->GetClock()->GameTime() - start_time) / 1000; // if player survived mission, award one experience point // for each minute of action, in ten point blocks: @@ -682,7 +682,7 @@ Player::ProcessStats(ShipStats* s, DWORD start_time) AddLosses(s->GetDeaths()); AddLosses(s->GetColls()); AddMissions(1); - AddFlightTime((Game::GetInstance()->GameTime() - start_time) / 1000); + AddFlightTime((Game::GetInstance()->GetClock()->GameTime() - start_time) / 1000); int rank = Rank(); |