Fixed bug : Train new units in pause mode didn't work.

This commit is contained in:
mr-russ 2003-02-28 10:18:22 +00:00
parent 37a12308d1
commit 2a822b0d22
3 changed files with 12 additions and 10 deletions

View file

@ -1101,6 +1101,8 @@
<LI>Fixed "make buildit" (from Nehal Mistry).
<LI>Fixed crash when middle clicking in a menu (from Nehal Mistry).
<LI>Fixed crash on BSD (from Jimmy Salmon and ppl).
<LI>Fixed bug #233900: Train new units in pause mode didn't work.
(from Russell Smith).
<LI>+++
</UL>
</UL>

View file

@ -1068,12 +1068,12 @@ local int InputKey(int key)
switch (key) {
case '\r':
if (Input[0] == '(') {
if (!GameObserve) {
if (!GameObserve && !GamePaused) {
CommandLog("input", NoUnitP,FlushCommands,-1,-1,NoUnitP,Input,-1);
CclCommand(Input);
}
} else if (NetworkFildes==-1) {
if (!GameObserve) {
if (!GameObserve && !GamePaused) {
int ret;
ret = HandleCheats(Input);
if (ret) {
@ -1259,7 +1259,7 @@ global void HandleKeyDown(unsigned key,unsigned keychar)
// If no modifier look if button bound
if( !(KeyModifiers&(ModifierControl|ModifierAlt
|ModifierSuper|ModifierHyper)) ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
if( DoButtonPanelKey(key) ) {
return;
}

View file

@ -1315,7 +1315,7 @@ global void UIHandleButtonDown(unsigned button)
// Selecting target. (Move,Attack,Patrol,... commands);
//
if( CursorState==CursorStateSelect ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
UISelectStateButtonDown(button);
}
return;
@ -1385,7 +1385,7 @@ global void UIHandleButtonDown(unsigned button)
DebugLevel3("Cursor middle down %d,%d\n" _C_ CursorX _C_ CursorY);
MustRedraw|=RedrawCursor;
} else if( MouseButtons&RightButton ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
Unit* unit;
// FIXME: Rethink the complete chaos of coordinates here
// FIXME: Johns: Perhaps we should use a pixel map coordinates
@ -1423,7 +1423,7 @@ global void UIHandleButtonDown(unsigned button)
ViewportCenterViewpoint(TheUI.SelectedViewport,
ScreenMinimap2MapX(CursorX), ScreenMinimap2MapY(CursorY));
} else if( MouseButtons&RightButton ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
MakeLocalMissile(MissileTypeGreenCross
,ScreenMinimap2MapX(CursorX)*TileSizeX+TileSizeX/2
,ScreenMinimap2MapY(CursorY)*TileSizeY+TileSizeY/2,0,0);
@ -1440,7 +1440,7 @@ global void UIHandleButtonDown(unsigned button)
// clicked on info panel - selection shown
//
if( NumSelected>1 && ButtonUnderCursor && ButtonUnderCursor<10 ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
DoSelectionButtons(ButtonUnderCursor-1,button);
}
} else if( (MouseButtons&LeftButton) ) {
@ -1464,7 +1464,7 @@ global void UIHandleButtonDown(unsigned button)
//
} else if( ButtonUnderCursor>3 && ButtonUnderCursor<10 ) {
if( NumSelected==1 && Selected[0]->Type->Transporter ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
if( Selected[0]->OnBoard[ButtonUnderCursor-4] ) {
// FIXME: should check if valid here.
SendCommandUnload(Selected[0]
@ -1476,7 +1476,7 @@ global void UIHandleButtonDown(unsigned button)
}
else if( NumSelected==1 && Selected[0]->Type->Building &&
Selected[0]->Orders[0].Action==UnitActionTrain) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
int slotid = ButtonUnderCursor-4;
if ( Selected[0]->Data.Train.Count == 1 ) {
// FIXME: ignore clicks that did not hit
@ -1499,7 +1499,7 @@ global void UIHandleButtonDown(unsigned button)
// clicked on button panel
//
} else if( ButtonUnderCursor>9 ) {
if( !GameObserve ) {
if( !GameObserve && !GamePaused ) {
DoButtonButtonClicked(ButtonUnderCursor-10);
}
}