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Handle game ending in Atlas a bit more gracefully, it now continues until the user stops the simulation test. Fixes #641.
This was SVN commit r11575.
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@@ -43,6 +43,7 @@
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#include "ps/UserReport.h"
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#include "ps/GameSetup/Atlas.h"
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#include "ps/GameSetup/Config.h"
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#include "tools/atlas/GameInterface/GameLoop.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpAIManager.h"
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@@ -370,6 +371,11 @@ bool AtlasIsAvailable(void* UNUSED(cbdata))
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return ATLAS_IsAvailable();
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}
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bool IsAtlasRunning(void* UNUSED(cbdata))
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{
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return (g_AtlasGameLoop && g_AtlasGameLoop->running);
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}
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CScriptVal LoadMapSettings(void* cbdata, VfsPath pathname)
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{
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CGUIManager* guiManager = static_cast<CGUIManager*> (cbdata);
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@@ -613,6 +619,7 @@ void GuiScriptingInit(ScriptInterface& scriptInterface)
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scriptInterface.RegisterFunction<void, std::string, &OpenURL>("OpenURL");
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scriptInterface.RegisterFunction<void, &RestartInAtlas>("RestartInAtlas");
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scriptInterface.RegisterFunction<bool, &AtlasIsAvailable>("AtlasIsAvailable");
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scriptInterface.RegisterFunction<bool, &IsAtlasRunning>("IsAtlasRunning");
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scriptInterface.RegisterFunction<CScriptVal, VfsPath, &LoadMapSettings>("LoadMapSettings");
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scriptInterface.RegisterFunction<CScriptVal, &GetMapSettings>("GetMapSettings");
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scriptInterface.RegisterFunction<void, entity_id_t, &CameraFollow>("CameraFollow");
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