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	Using the `dtime` value entirely, this will stop the clock if the game is paused in singleplayer. Since most of the clocks were fixed a long time ago, this should again be safe to use.
		
			
				
	
	
		
			34 lines
		
	
	
		
			727 B
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			727 B
		
	
	
	
		
			Lua
		
	
	
	
	
	
| local jobs = {}
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| local time = 0.0
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| 
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| core.register_globalstep(function(dtime)
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| 	time = time + dtime
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| 
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| 	if #jobs < 1 then
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| 		return
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| 	end
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| 
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| 	-- Iterate backwards so that we miss any new timers added by
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| 	-- a timer callback, and so that we don't skip the next timer
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| 	-- in the list if we remove one.
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| 	for i = #jobs, 1, -1 do
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| 		local job = jobs[i]
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| 		if time >= job.expire then
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| 			core.set_last_run_mod(job.mod_origin)
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| 			job.func(unpack(job.arg))
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| 			table.remove(jobs, i)
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| 		end
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| 	end
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| end)
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| 
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| function core.after(after, func, ...)
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| 	assert(tonumber(after) and type(func) == "function",
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| 		"Invalid core.after invocation")
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| 	jobs[#jobs + 1] = {
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| 		func = func,
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| 		expire = time + after,
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| 		arg = {...},
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| 		mod_origin = core.get_last_run_mod()
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| 	}
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| end
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