Update the money effect even when the game is paused (#21102)

* Update the money effect even when the game is paused

* Update changelog.txt
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Matt 2023-12-23 16:04:25 +02:00 committed by GitHub
parent c15391fbff
commit 2147b69104
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4 changed files with 10 additions and 0 deletions

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@ -10,6 +10,7 @@
- Feature: [OpenMusic#50] Added Rock style 4 ride music.
- Change: [#20790] Default ride price set to free if park charges for entry.
- Change: [#20880] Restore removed default coaster colours.
- Change: [#21102] The money effect will now update even when the game is paused.
- Fix: [#12299] Placing ride entrances/exits ignores the Disable Clearance Checks cheat.
- Fix: [#13473] Guests complain that the default Circus price is too high.
- Fix: [#15293] TTF fonts dont format correctly with OpenGL.

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@ -173,6 +173,9 @@ void GameState::Tick()
NetworkSendTick();
}
// Keep updating the money effect even when paused.
UpdateMoneyEffect();
// Update the animation list. Note this does not
// increment the map animation.
MapAnimationInvalidateAll();

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@ -409,6 +409,11 @@ void UpdateAllMiscEntities()
Balloon, Duck>();
}
void UpdateMoneyEffect()
{
MiscUpdateAllTypes<MoneyEffect>();
}
// Performs a search to ensure that insert keeps next_in_quadrant in sprite_index order
static void EntitySpatialInsert(EntityBase* entity, const CoordsXY& newLoc)
{

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@ -50,6 +50,7 @@ template<typename T> T* CreateEntityAt(const EntityId index)
void ResetAllEntities();
void ResetEntitySpatialIndices();
void UpdateAllMiscEntities();
void UpdateMoneyEffect();
void EntitySetCoordinates(const CoordsXYZ& entityPos, EntityBase* entity);
void EntityRemove(EntityBase* entity);
uint16_t RemoveFloatingEntities();