Example #1
0
// close the pause screen
void pause_close()
{
	// if we're not paused - do nothing
	if (!Paused)
	{
		return;
	}

	Assert(!(Game_mode & GM_MULTIPLAYER));

	// unpause all beam weapon sounds
	beam_unpause_sounds();

	// deinit stuff
	if (Pause_saved_screen != -1)
	{
		gr_free_screen(Pause_saved_screen);
		Pause_saved_screen = -1;
	}

	if (Pause_background_bitmap != -1)
	{
		bm_release(Pause_background_bitmap);
		Pause_background_bitmap = -1;
	}

	Pause_win.destroy();
	game_flush();

	// unpause all the music
	audiostream_unpause_all();

	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();
}
Example #3
0
void hud_scrollback_close()
{
	ML_objectives_close();
	message_log_shutdown_scrollback();
	if (Background_bitmap >= 0)
		bm_unload(Background_bitmap);
#ifdef MAKE_FS1
	if (Status_bitmap >= 0)
		bm_unload(Status_bitmap);
#endif

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

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

}