void hud_scrollback_close()
{
    ML_objectives_close();
    message_log_shutdown_scrollback();
    if (Background_bitmap >= 0)
        bm_release(Background_bitmap);
    //if (Status_bitmap >= 0)
    //	bm_unload(Status_bitmap);

    Ui_window.destroy();
    common_free_interface_palette();		// restore game palette
    game_flush();

    // unpause all game sounds
    weapon_unpause_sounds();
    audiostream_unpause_all();

}
void multi_pause_close(int end_mission)
{
	if ( !Multi_paused )
		return;

	// set the standalonest
	if (Game_mode & GM_STANDALONE_SERVER) {
		std_debug_set_standalone_state_string("Game play");
	} else {
		// free the screen up
		if ( end_mission && (Multi_paused_screen_id >= 0) ) {
			gr_free_screen(Multi_paused_screen_id);
			Multi_paused_screen_id = -1;
		}

		if (Multi_paused_background >= 0) {
			bm_release(Multi_paused_background);
			Multi_paused_background = -1;
		}

		Multi_paused_window.destroy();		
		game_flush();

		// unpause all the music
		audiostream_unpause_all();	
	}

	// unpause beam weapon sounds
	weapon_unpause_sounds();

	// eat keys timestamp
	Multi_pause_eat = f2fl(timer_get_fixed_seconds());
	
	// reset timestamps
	multi_reset_timestamps();

	// clear out control config and keypress info
	control_config_clear_used_status();
	key_flush();

	Multi_paused = 0;
}
// ---------------------------------------------------------------------
// mission_hotkey_close()
//
// Cleanup the hotkey assignment screen system.  Called when GS_STATE_HOTKEY_SCREEN
// is left.
//
void mission_hotkey_close()
{
	if (Background_bitmap)
		bm_unload(Background_bitmap);
	if (Wing_bmp >= 0)
		bm_unload(Wing_bmp);

	// unload the overlay bitmap
//	help_overlay_unload(HOTKEY_OVERLAY);

	// unpause all beam weapon sounds
	beam_unpause_sounds();

	// unpause all game music
	audiostream_unpause_all();

	Ui_window.destroy();
	common_free_interface_palette();		// restore game palette
	game_flush();
}