new PauseState to differentiate game and editor pausing
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@@ -1,6 +1,6 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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@@ -102,15 +102,15 @@ namespace OpenRA.Network
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var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
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if (client != null)
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{
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var pause = order.TargetString == "Pause";
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if (orderManager.world.Paused != pause && !world.LobbyInfo.IsSinglePlayer)
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var pauseState = order.TargetString == "Pause" ? World.PauseState.Paused : World.PauseState.Active;
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if (orderManager.world.Paused != pauseState && !world.LobbyInfo.IsSinglePlayer)
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{
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var pausetext = "The game is {0} by {1}".F(pause ? "paused" : "un-paused", client.Name);
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var pausetext = "The game is {0} by {1}.".F(pauseState == World.PauseState.Paused ? "paused" : "un-paused", client.Name);
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Game.AddChatLine(Color.White, "", pausetext);
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}
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orderManager.world.Paused = pause;
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orderManager.world.PredictedPaused = pause;
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orderManager.world.Paused = pauseState;
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orderManager.world.PredictedPaused = pauseState;
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}
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break;
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}
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