// 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(); }
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(); }