Fix bug - make sure time isn't stopped for multiplayer when aborting, so starting a second game doesn't result in a frozen game
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9331893332
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c4171b2f06
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20100320
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20100320
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--------
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--------
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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
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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
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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
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20100317
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20100317
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--------
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--------
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@ -993,10 +993,10 @@ int game_handler(window *wind, d_event *event, void *data)
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case EVENT_WINDOW_ACTIVATED:
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case EVENT_WINDOW_ACTIVATED:
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game_flush_inputs();
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game_flush_inputs();
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if (time_paused && !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence)) )
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if (time_paused && !(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) )
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start_time();
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start_time();
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if ( Function_mode == FMODE_GAME && !((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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digi_resume_digi_sounds();
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digi_resume_digi_sounds();
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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@ -1004,10 +1004,10 @@ int game_handler(window *wind, d_event *event, void *data)
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break;
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break;
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case EVENT_WINDOW_DEACTIVATED:
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case EVENT_WINDOW_DEACTIVATED:
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if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence)) )
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if (!(((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)) && (!Endlevel_sequence)) )
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stop_time();
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stop_time();
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if ( Function_mode == FMODE_GAME && !((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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digi_pause_digi_sounds();
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digi_pause_digi_sounds();
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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if (!((Game_mode & GM_MULTI) && (Newdemo_state != ND_STATE_PLAYBACK)))
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