forked from mirrors/0ad
Do not pause multiplayer games if one player opens a dialog. Patch by boeseRaupe. Fixes #2275.
This was SVN commit r14481.
This commit is contained in:
@@ -86,14 +86,12 @@ function updateMenuPosition(dt)
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// Opens the menu by revealing the screen which contains the menu
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function openMenu()
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{
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// playButtonSound();
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isMenuOpen = true;
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}
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// Closes the menu and resets position
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function closeMenu()
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{
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// playButtonSound();
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isMenuOpen = false;
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}
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@@ -111,7 +109,7 @@ function settingsMenuButton()
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{
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closeMenu();
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closeOpenDialogs();
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openSettings(true);
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openSettings();
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}
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function chatMenuButton()
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@@ -180,11 +178,10 @@ function openSave()
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Engine.PushGuiPage("page_savegame.xml", {"gameDataCallback": getSavedGameData, "closeCallback": resumeGame});
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}
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function openSettings(pause)
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function openSettings()
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{
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getGUIObjectByName("settingsDialogPanel").hidden = false;
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if (pause)
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pauseGame();
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pauseGame();
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}
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function closeSettings(resume)
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@@ -198,7 +195,6 @@ function openChat()
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{
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getGUIObjectByName("chatInput").focus(); // Grant focus to the input area
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getGUIObjectByName("chatDialogPanel").hidden = false;
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}
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function closeChat()
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@@ -521,8 +517,14 @@ function toggleGameSpeed()
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gameSpeed.hidden = !gameSpeed.hidden;
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}
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/**
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* Pause the game in single player mode.
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*/
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function pauseGame()
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{
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if (g_IsNetworked)
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return;
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getGUIObjectByName("pauseButtonText").caption = RESUME;
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getGUIObjectByName("pauseOverlay").hidden = false;
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setPaused(true);
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