From 54c0a8a109449248b5c2eadb7f3919d7f4986e1e Mon Sep 17 00:00:00 2001 From: Misa Date: Tue, 13 Apr 2021 14:31:26 -0700 Subject: [PATCH] Don't reset timetrialparlost every frame during countdown Otherwise, if the timer ticked up past the par (via using the unfocus pause or pause menu), it would result in the sad squeak being played every frame because the game would constantly be setting timetrialparlost, then moving to the code block below, assuming that since timetrialparlost that we haven't lost the par already, and playing the squeak. timetrialparlost gets reset in hardreset() and startgamemode() anyways, so there's no need to be constantly resetting this variable. Fixes #699. --- desktop_version/src/Logic.cpp | 1 - 1 file changed, 1 deletion(-) diff --git a/desktop_version/src/Logic.cpp b/desktop_version/src/Logic.cpp index 9ae1841f..790aaa37 100644 --- a/desktop_version/src/Logic.cpp +++ b/desktop_version/src/Logic.cpp @@ -731,7 +731,6 @@ void gamelogic(void) if (game.timetrialcountdown > 0) { - game.timetrialparlost = false; game.hascontrol = true; game.timetrialcountdown--; if (game.timetrialcountdown > 30)