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:
parent
9331893332
commit
c4171b2f06
|
@ -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
|
||||
--------
|
||||
|
|
|
@ -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)))
|
||||
|
|
Loading…
Reference in a new issue