Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
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main/kmatrix.c, main/net_udp.c: Initialise 'playing' to 0 for UDP kmatrix, making sure player progresses to next level; always return 1 when starting to join a UDP game so it doesn't immediately return to the main menu
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main/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
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main/gameseq.c, main/menu.c: Hide mission dialog before the level intro screens are shown, make sure it doesn't try to show it again after it was closed - fixing bad memory access
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main/game.c: Finally fix bug where if you start a single player game then a multiplayer game, time is stopped. Always start time if it's stopped and the game window is activated
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20100326
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20100326
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@ -993,7 +993,7 @@ 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)) && (!Endlevel_sequence)) )
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if (time_paused)
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start_time();
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start_time();
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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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