diff --git a/src/js/game/systems/item_processor.js b/src/js/game/systems/item_processor.js index 40ab9b85..a9c865f2 100644 --- a/src/js/game/systems/item_processor.js +++ b/src/js/game/systems/item_processor.js @@ -74,8 +74,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter { const processorComp = entity.components.ItemProcessor; const ejectorComp = entity.components.ItemEjector; - for (let chargeIndex = 0; true; chargeIndex++) { - + for (let chargeIndex = 0; ; chargeIndex++) { // Check if we have an open queue spot and can start a new charge if (processorComp.ongoingCharges.length < MAX_QUEUED_CHARGES) { if (this.canProcess(entity)) { @@ -91,7 +90,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter { // Process next charge if (currentCharge.remainingTime > 0.0) { - currentCharge.remainingTime -= this.root.dynamicTickrate.deltaSeconds + processorComp.bonusTime; + const deltaTime = this.root.dynamicTickrate.deltaSeconds + processorComp.bonusTime; + currentCharge.remainingTime -= deltaTime; processorComp.bonusTime = 0; if (currentCharge.remainingTime > 0.0) { // This charge is not finished, so don't process the next one