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Hotfix crash when attempting to simulate time while gameLoop is frozen
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src/game.js
20
src/game.js
@ -396,6 +396,14 @@ export function gameLoop(passDiff, options = {}) {
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EventHub.dispatch(GAME_EVENT.GAME_TICK_BEFORE);
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// In certain cases we want to allow the player to interact with the game's settings and tabs, but prevent any actual
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// resource generation from happening - in these cases, we have to make sure this all comes before the hibernation
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// check or else it'll attempt to run the game anyway
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if (Speedrun.isPausedAtStart() || GameEnd.creditsEverClosed) {
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GameUI.update();
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return;
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}
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let diff = passDiff;
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const thisUpdate = Date.now();
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const realDiff = diff === undefined
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@ -411,18 +419,6 @@ export function gameLoop(passDiff, options = {}) {
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simulateTime(realDiff / 1000, true);
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}
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if (GameEnd.creditsEverClosed) {
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GameUI.update();
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return;
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}
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// We want to allow for a speedrunner to be able to adjust their visual settings before actually starting the run,
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// which means that we need to effectively halt the game loop until the official start
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if (Speedrun.isPausedAtStart()) {
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GameUI.update();
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return;
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}
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// Ra memory generation bypasses stored real time, but memory chunk generation is disabled when storing real time.
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// This is in order to prevent players from using time inside of Ra's reality for amplification as well
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Ra.memoryTick(realDiff, !Enslaved.isStoringRealTime);
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