From 44a3dc48e5b745988156ae9a2e6c23f5cd5da696 Mon Sep 17 00:00:00 2001 From: Ryan Dwyer Date: Wed, 16 Nov 2022 08:23:05 +1000 Subject: [PATCH] Don't check for alarm reaching its time limit unless it's active --- src/game/propobj.c | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/src/game/propobj.c b/src/game/propobj.c index c296c6bad..2a1c20436 100644 --- a/src/game/propobj.c +++ b/src/game/propobj.c @@ -18000,6 +18000,7 @@ Gfx *countdownTimerRender(Gfx *gdl) void alarmTick(void) { if (alarmIsActive()) { + s32 limit; s16 sound; // These sounds are alarm sounds. @@ -18043,13 +18044,14 @@ void alarmTick(void) } g_AlarmTimer += g_Vars.lvupdate60; - } - // For G5, stop alarm after 55 seconds. - // For all other levels, stop alarm after 30 seconds. - if ((g_AlarmTimer > TICKS(1800) && mainGetStageNum() != STAGE_G5BUILDING) - || (g_AlarmTimer > TICKS(3300) && mainGetStageNum() == STAGE_G5BUILDING)) { - alarmDeactivate(); + // For G5, stop alarm after 55 seconds. + // For all other levels, stop alarm after 30 seconds. + limit = g_Vars.stagenum == STAGE_G5BUILDING ? 3300 : 1800; + + if (g_AlarmTimer > limit) { + alarmDeactivate(); + } } countdownTimerTick();