Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game

This commit is contained in:
kreatordxx 2010-03-20 13:53:08 +00:00
parent 9331893332
commit c4171b2f06
2 changed files with 5 additions and 4 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20100320
--------
main/cntrlcen.c, main/fuelcen.c, main/fuelcen.h, main/game.c, main/gamecntl.c, main/gamerend.c, main/kmatrix.c, main/multi.c, main/multi.h, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/state.c: Make kmatrixs into windows, rename Fuelcen_seconds_left to Countdown_seconds_left for consistency
main/game.c: Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
20100317
--------

View file

@ -993,10 +993,10 @@ int game_handler(window *wind, d_event *event, void *data)
case EVENT_WINDOW_ACTIVATED:
game_flush_inputs();
if (time_paused && !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence)) )
if (time_paused && !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) )
start_time();
if ( Function_mode == FMODE_GAME && !((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
digi_resume_digi_sounds();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
@ -1004,10 +1004,10 @@ int game_handler(window *wind, d_event *event, void *data)
break;
case EVENT_WINDOW_DEACTIVATED:
if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence)) )
if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) )
stop_time();
if ( Function_mode == FMODE_GAME && !((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
digi_pause_digi_sounds();
if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))