new PauseState to differentiate game and editor pausing

This commit is contained in:
Matthias Mailänder
2014-07-03 20:47:51 +02:00
parent d580ca6417
commit d1e18cad7a
8 changed files with 19 additions and 18 deletions

View File

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