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Still addressing bug with loading offline progress
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@ -720,12 +720,13 @@ var Engine = {
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Engine._lastUpdate = new Date().getTime();
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var lastUpdate = Player.lastUpdate;
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var numCyclesOffline = Math.floor((Engine._lastUpdate - lastUpdate) / Engine._idleSpeed);
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Player.lastUpdate = new Date().getTime();
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/* Process offline progress */
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processServerGrowth(numCyclesOffline); //Should be done before offline production for scripts
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loadAllRunningScripts(); //This also takes care of offline production for those scripts
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if (Player.isWorking) {
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console.log("work() called in load() for " + numCyclesOffline * Engine._idleSpeed + " milliseconds");
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if (Player.workType == CONSTANTS.WorkTypeFaction) {
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Player.workForFaction(numCyclesOffline);
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} else if (Player.workType == CONSTANTS.WorkTypeCreateProgram) {
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@ -741,6 +742,8 @@ var Engine = {
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}
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}
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//Hacknet Nodes offline progress
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processAllHacknetNodeEarnings(numCyclesOffline);
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@ -752,6 +755,7 @@ var Engine = {
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if (Player.totalPlaytime == null) {Player.totalPlaytime = 0;}
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Player.totalPlaytime += time;
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Player.lastUpdate = Engine._lastUpdate;
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Engine.start(); //Run main game loop and Scripts loop
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} else {
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//No save found, start new game
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