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So i created my own tick system that runs client side when the player is actually playing the game.
Basically There is 1 file to check for the current time, that only starts and stops when the game is on a mission/campaign. vs storing all the start/stop times, reading those values and subtracting and adding based on the current delta time to correctly add the game-play time. There is potentially a lot of edge cases to deal with.
For multiplayer I can make the assumption that the delta time would also run even in the lobby, so would need to replicate the system,
Just need time to sit down plan it out and test it, and time is a luxury atm for me.
How involved do you think it'd be? Generally i've seen mp handled by using a conditional in the init that'll only trigger if the executer is either a server or a directly singleplayer client.