From 9c2139f8b11f554cbc884bbb52278399e6994074 Mon Sep 17 00:00:00 2001
From: Tametomo <irarice@gmail.com>
Date: Wed, 15 Apr 2009 20:08:21 +0200
Subject: Moved tile animations outside of the clock time polling loop. There's
 no need to poll the CPU for them, when they already can compensate for missed
 clock 	ticks.
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Signed-off-by: Tametomo <irarice@gmail.com>
Signed-off-by: Bjørn Lindeijer <bjorn@lindeijer.nl>
---
 src/game.cpp | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

(limited to 'src/game.cpp')

diff --git a/src/game.cpp b/src/game.cpp
index 750725db..2ee4ad13 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -41,6 +41,7 @@
 #include "keyboardconfig.h"
 #include "localplayer.h"
 #include "log.h"
+#include "map.h"
 #include "npc.h"
 #include "particle.h"
 #include "player_relations.h"
@@ -95,8 +96,6 @@
 
 #include "utils/gettext.h"
 
-class Map;
-
 std::string map_path;
 
 bool done = false;
@@ -473,6 +472,9 @@ void Game::logic()
 
     while (!done)
     {
+        if (Map *map = engine->getCurrentMap())
+            map->update(get_elapsed_time(gameTime));
+
         // Handle all necessary game logic
         while (get_elapsed_time(gameTime) > 0)
         {
-- 
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