int time = (game.LevelSolved ?
game.LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_BD ?
int time = (game.LevelSolved ?
game.LevelSolved_CountingTime :
level.game_engine_type == GAME_ENGINE_TYPE_BD ?
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;