https://gitlab.synchro.net/main/sbbs/-/commit/3c678a3299e53cb51aceecf2
Modified Files:
src/doors/syncduke/syncduke_events.c
Log Message:
syncduke: log the engine's real level time, not the door's wall clock
The level-completion event timed levels with ev_secs() -- a door-side
wall clock started at the door's level entry -- so loading a savegame
mid-level over-reported the time (the door timer kept running from a
level entry the reload didn't reset). Report the engine's own per-level
play time instead: ps[myconnectindex].player_par / 26, the "Your Time"
value from the bonus screen. It counts game tics and lives in the
player struct, which saveplayer/loadplayer block-serialize, so it is
written into savegames and resumes on load. Read it at the MODE_EOL
edge, before the next level's resetplayerstats() zeroes it.
SyncDOOM already reported leveltime/35 (its analogous engine counter),
so this brings the two doors into agreement.
Co-Authored-By: Claude Opus 4.8 <
noreply@anthropic.com>
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