* Runs on construction of the state. * Very simple state, runs interference between the autosave and the screen clearing on the "new turn" screen. * This all happens before panic is handled, and forces the text to be rendered over the battlescape rather than the "next turn" screen. */
| 30 | * This all happens before panic is handled, and forces the text to be rendered over the battlescape rather than the "next turn" screen. |
| 31 | */ |
| 32 | DelayedSaveState::DelayedSaveState(BattlescapeGame *parent, Game *game, SaveType type) : BattleState(parent), _game(game), _type(type), _firstRun(true) |
| 33 | { |
| 34 | } |
| 35 | |
| 36 | /** |
| 37 | * Runs on deletion of the state. |
nothing calls this directly
no outgoing calls
no test coverage detected