diff --git a/src/linkgraph/linkgraphschedule.cpp b/src/linkgraph/linkgraphschedule.cpp --- a/src/linkgraph/linkgraphschedule.cpp +++ b/src/linkgraph/linkgraphschedule.cpp @@ -163,10 +163,10 @@ LinkGraphSchedule::~LinkGraphSchedule() } /** - * Pause the game if in 2 _date_fract ticks, we would do a join with the next + * Pause the game if in 2 TimerGameCalendar::date_fract ticks, we would do a join with the next * link graph job, but it is still running. - * The check is done 2 _date_fract ticks early instead of 1, as in multiplayer - * calls to DoCommandP are executed after a delay of 1 _date_fract tick. + * The check is done 2 TimerGameCalendar::date_fract ticks early instead of 1, as in multiplayer + * calls to DoCommandP are executed after a delay of 1 TimerGameCalendar::date_fract tick. * If we previously paused, unpause if the job is now ready to be joined with. */ void StateGameLoop_LinkGraphPauseControl() @@ -177,10 +177,10 @@ void StateGameLoop_LinkGraphPauseControl Command::Post(PM_PAUSED_LINK_GRAPH, false); } } else if (_pause_mode == PM_UNPAUSED && - _date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 && - _date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2 && + TimerGameCalendar::date_fract == LinkGraphSchedule::SPAWN_JOIN_TICK - 2 && + TimerGameCalendar::date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2 && LinkGraphSchedule::instance.IsJoinWithUnfinishedJobDue()) { - /* Perform check two _date_fract ticks before we would join, to make + /* Perform check two TimerGameCalendar::date_fract ticks before we would join, to make * sure it also works in multiplayer. */ Command::Post(PM_PAUSED_LINK_GRAPH, true); } @@ -204,8 +204,8 @@ void AfterLoad_LinkGraphPauseControl() */ void OnTick_LinkGraph() { - if (_date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return; - Date offset = _date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY); + if (TimerGameCalendar::date_fract != LinkGraphSchedule::SPAWN_JOIN_TICK) return; + Date offset = TimerGameCalendar::date % (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY); if (offset == 0) { LinkGraphSchedule::instance.SpawnNext(); } else if (offset == (_settings_game.linkgraph.recalc_interval / SECONDS_PER_DAY) / 2) {