Stop HUD messages from ticking when game is paused
These are often synchronized to the world so should be treated as such.
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0e3682ae24
commit
bfefd2363e
3 changed files with 44 additions and 17 deletions
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@ -61,6 +61,9 @@
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#include "texturemanager.h"
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#include "v_draw.h"
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extern int paused;
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extern bool pauseext;
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DVector2 AM_GetPosition();
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int Net_GetLatency(int *ld, int *ad);
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void PrintPickupMessage(bool localview, const FString &str);
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@ -499,6 +502,23 @@ DEFINE_ACTION_FUNCTION_NATIVE(_Sector, RemoveForceField, RemoveForceField)
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return 0;
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}
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int WorldPaused()
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{
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if (paused)
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return true;
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if (netgame || gamestate != GS_LEVEL)
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return false;
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return pauseext || menuactive == MENU_On || ConsoleState != c_up;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, WorldPaused, WorldPaused)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_BOOL(WorldPaused());
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}
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static sector_t *PointInSectorXY(FLevelLocals *self, double x, double y)
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{
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return self->PointInSector(x ,y);
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