(svn r24552) -Fix (r24537): Unpause do no longer continue scripts

This commit is contained in:
zuu 2012-09-23 11:30:37 +00:00
parent 934c56cb42
commit d219fdb875
2 changed files with 0 additions and 12 deletions

View File

@ -1370,17 +1370,6 @@ struct AIDebugWindow : public QueryStringBaseWindow {
{
if (data == -1 || ai_debug_company == data) this->SetDirty();
if (gui_scope && data == -2) {
/* The continue button should be disabled when the game is unpaused and
* it was previously paused. */
if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
this->DisableWidget(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
this->SetWidgetDirty(WID_AID_LOG_PANEL);
this->highlight_row = -1;
}
}
/* If the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {

View File

@ -178,7 +178,6 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
} else {
_pause_mode = _pause_mode | p1;
}
InvalidateWindowClassesData(WC_AI_DEBUG, -2);
#ifdef ENABLE_NETWORK
NetworkHandlePauseChange(prev_mode, (PauseMode)p1);