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(); }