{
game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_left :
game.no_level_time_limit ? TimePlayed : TimeLeft);
{
game.time_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.time_left :
game.no_level_time_limit ? TimePlayed : TimeLeft);
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
TimePlayed * FRAMES_PER_SECOND + TimeFrames);
game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_BD ? game_bd.score :
// if last second running, wait for native engine time to exactly reach zero
if (getTimeLeft_BD() == 1 && TimeLeft == 1)
TimeFrames = frames_per_second - 1;
// if last second running, wait for native engine time to exactly reach zero
if (getTimeLeft_BD() == 1 && TimeLeft == 1)
TimeFrames = frames_per_second - 1;