Performance remove emote_timer != 0 when checking script_ptr
I don't know how an emote could run and not be a part of script_ptr.
@@ -720,7 +720,7 @@ void SceneUpdateTimer_b()
}
// Don't update timer while script is running
- if (script_ptr != 0 || emote_timer != 0 || fade_running)
+ if (script_ptr != 0 || fade_running)
{
return;
}
@@ -845,7 +845,8 @@ static void SceneHandleInput()
}
// Can't move while script is running
- if (script_ptr != 0 || emote_timer != 0 || fade_running)
+ // (removed "emote_timer != 0" as it should only happen if script was set)
+ if (script_ptr != 0 || fade_running)
{
actors[0].moving = FALSE;
return;
