From 1397ba542ff2291be754aa9f45f565e311337a58 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Thu, 17 Jul 2014 18:38:29 +0200 Subject: [PATCH] Remove buggy get_passed_effect_time --- README.md | 9 --------- init.lua | 10 ---------- 2 files changed, 19 deletions(-) diff --git a/README.md b/README.md index 086b792..e711462 100644 --- a/README.md +++ b/README.md @@ -179,15 +179,6 @@ Returns the remaining time of an effect. ##### Return value Iff the effect exists, the remaining effect time is returned in full seconds. Iff the effect does not exist, `nil` is returned. -#### `playereffects.get_passed_effect_time(effect_id)` -Returns the time an effect was in place. - -##### Parameter -* `effect_id`: The effect identifier of the effect in question - -##### Return value -Iff the effect exists, the number of seconds the effect is in place is returned. Iff the effect does not exist, `nil` is returned. - #### `playereffects.get_player_effects(playername)` Returns all active effects of a player. diff --git a/init.lua b/init.lua index d78b644..471dda0 100644 --- a/init.lua +++ b/init.lua @@ -209,16 +209,6 @@ function playereffects.get_remaining_effect_time(effect_id) end end -function playereffects.get_passed_effect_time(effect_id) - local now = os.time() - local effect = playereffects.effects[effect_id] - if(effect ~= nil) then - return os.difftime(now, effect.start_time) - else - return nil - end -end - function playereffects.cancel_effect(effect_id) local effect = playereffects.effects[effect_id] if(effect ~= nil) then