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ddbae57)
So /pause works correctly as well.
gameStatus = 0;
return;
case CT_pause:
gameStatus = 0;
return;
case CT_pause:
+ if (Players[me].alive <= 0) return;
Players[me].flags ^= SCF_paused;
if (Game.started > 1)
Message(Players[me].flags & SCF_paused
Players[me].flags ^= SCF_paused;
if (Game.started > 1)
Message(Players[me].flags & SCF_paused
// global actions (always possible, even if not playing)
if (handle_key(key)) return;
// global actions (always possible, even if not playing)
if (handle_key(key)) return;
- if (Players[me].alive <= 0) return;
// actions available while in game
switch (key) {
case KT_pause:
return handle_cmd(CT_pause, NULL);
}
// actions available while in game
switch (key) {
case KT_pause:
return handle_cmd(CT_pause, NULL);
}
+ if (Players[me].alive <= 0 || paused) return;
// actions only available while actually playing
switch (key) {
case KT_left:
// actions only available while actually playing
switch (key) {
case KT_left: