CBA_A3
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Common - Fix `CBA_missionTime` in long missions (above 7 days)
When merged this pull request will:
- alt #1320
I have no tested this yet, so there may be typos. It should all be as simple as this though, unless I am missing something.
Definitely this PR simplify the CBA_missionTime update and resolve CBA_missionTime being stuck due to tiny add of value to a big number.
But, I feel it missing the opportunity to give support to do addition/subtraction/comparison of two big number without lost of precision or unintended results. I prefer the vector representation of the time for precision (math operation give us the necessary to deal with) and the classic number representation for backward compatibility. Also this representation give the possibility for mod to choose the time representation they need.
@Vdauphin
_elapsedTime = my_oldTimeString call CBA_fnc_missionTimeDelta;
_deltaTime = [my_oldTimeString, my_newTimeString] call CBA_fnc_missionTimeDelta;
_missionTime = [] call CBA_fnc_missionTimeDelta;
Nice! Do you plan to migrate CBA_fnc_waitAndExecute and PFH to this?
WAE and WUAE sure, but PFH uses tickTime, not missionTime (does not suspend or accelerate in SP, starts from game start, not mission start, is not synchronized).
Status?