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AuxTimers: remove pending timers on the same frame as final countdown.
Before, it waited for a whole frame; I see no reason to do so.
1 parent 8b82fb5 commit b78985e

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2 files changed

+6
-4
lines changed

2 files changed

+6
-4
lines changed

SHOWOFF-NVSE/ShowOffNVSE.cpp

Lines changed: 5 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -206,7 +206,7 @@ void MessageHandler(NVSEMessagingInterface::Message* msg)
206206
AuxTimer::RemovePendingTimers();
207207
AuxTimer::HandleAutoRemoveTempTimers();
208208
}
209-
209+
210210
FlushJGInterfaceEvents();
211211
break;
212212
case NVSEMessagingInterface::kMessage_PostLoadGame:
@@ -296,7 +296,7 @@ void MessageHandler(NVSEMessagingInterface::Message* msg)
296296
}
297297
EventHandling::HandleGameLoopEvents();
298298

299-
// Handle Timers
299+
// Handle AuxTimers
300300
{
301301
const auto globalTimeMult = CdeclCall<double>(0x716440);
302302

@@ -308,10 +308,12 @@ void MessageHandler(NVSEMessagingInterface::Message* msg)
308308
const auto isMenuMode = CdeclCall<bool>(0x702360);
309309

310310
AUX_TIMER_CS;
311-
AuxTimer::RemovePendingTimers();
312311
if (!s_auxTimerMapArraysPerm.Empty())
312+
{
313313
s_dataChangedFlags |= kChangedFlag_AuxTimerMaps; // assume a timer will change
314+
}
314315
AuxTimer::DoCountdown(globalTimeMult, vatsTimeMult, isMenuMode);
316+
AuxTimer::RemovePendingTimers();
315317
}
316318

317319
break;

SHOWOFF-NVSE/internal/AuxTimers.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -237,7 +237,7 @@ namespace AuxTimer
237237
return;
238238

239239
// After deleting some timers, clear out the maps
240-
// that the timers were contained in if they're now empty.
240+
// that the timers were contained in, if they're now empty.
241241
std::unordered_set<UInt32> modMapsToUpdate;
242242

243243
AuxTimerModsMap& modsMapOfAllTimers = clearTemp

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