/*
* For every timer that is waiting for triggering
*/
- for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = next )
+ for( timer = (SFG_Timer *)fgState.Timers.First; timer; timer = (SFG_Timer *)next )
{
- next = (SFG_Timer *)timer->Node.Next;
+ next = (SFG_Timer *)timer->Node.Next;
/*
* Check for the timeout:
/*
* No messages in the queue, which means we are idling...
- * Don't call this if there is a menu active
*/
- if( ( fgState.IdleCallback != NULL ) && ( fgState.ActiveMenus == 0 ) )
+ if ( fgState.IdleCallback != NULL )
fgState.IdleCallback();
/*
/*
* No messages in the queue, which means we are idling...
- * Don't call this if there is a menu active
*/
- if( ( fgState.IdleCallback != NULL ) && ( fgState.ActiveMenus == 0 ) )
+ if ( fgState.IdleCallback != NULL )
fgState.IdleCallback();
/*