| 303 | } |
| 304 | |
| 305 | bool Scene_Battle::UpdateTimers() { |
| 306 | const int timer1 = Main_Data::game_party->GetTimerSeconds(Game_Party::Timer1); |
| 307 | const int timer2 = Main_Data::game_party->GetTimerSeconds(Game_Party::Timer2); |
| 308 | |
| 309 | // Screen Effects |
| 310 | Main_Data::game_party->UpdateTimers(); |
| 311 | |
| 312 | // Query Timer before and after update. |
| 313 | // If it reached zero during update was a running battle timer. |
| 314 | if ((Main_Data::game_party->GetTimerSeconds(Game_Party::Timer1) == 0 && timer1 > 0) || |
| 315 | (Main_Data::game_party->GetTimerSeconds(Game_Party::Timer2) == 0 && timer2 > 0)) { |
| 316 | EndBattle(BattleResult::Abort); |
| 317 | return false; |
| 318 | } |
| 319 | return true; |
| 320 | } |
| 321 | |
| 322 | void Scene_Battle::UpdateGraphics() { |
| 323 | Game_Battle::UpdateGraphics(); |
nothing calls this directly
no test coverage detected