mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r24552) -Fix (r24537): Unpause do no longer continue scripts
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@ -1370,17 +1370,6 @@ struct AIDebugWindow : public QueryStringBaseWindow {
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{
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if (data == -1 || ai_debug_company == data) this->SetDirty();
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if (gui_scope && data == -2) {
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/* The continue button should be disabled when the game is unpaused and
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* it was previously paused. */
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if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
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this->DisableWidget(WID_AID_CONTINUE_BTN);
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this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
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this->SetWidgetDirty(WID_AID_LOG_PANEL);
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this->highlight_row = -1;
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}
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}
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/* If the log message is related to the active company tab, check the break string.
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* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
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if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
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@ -178,7 +178,6 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
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} else {
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_pause_mode = _pause_mode | p1;
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}
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InvalidateWindowClassesData(WC_AI_DEBUG, -2);
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#ifdef ENABLE_NETWORK
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NetworkHandlePauseChange(prev_mode, (PauseMode)p1);
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