From c4171b2f06269cc9c08a08d9ab341c1d1a654be8 Mon Sep 17 00:00:00 2001 From: kreatordxx <> Date: Sat, 20 Mar 2010 13:53:08 +0000 Subject: [PATCH] Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game --- CHANGELOG.txt | 1 + main/game.c | 8 ++++---- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/CHANGELOG.txt b/CHANGELOG.txt index 170a4819e..d9ceaec38 100644 --- a/CHANGELOG.txt +++ b/CHANGELOG.txt @@ -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 -------- diff --git a/main/game.c b/main/game.c index a19bb40f1..b9939d970 100644 --- a/main/game.c +++ b/main/game.c @@ -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)))