// ////////////////////////////////////////////////////////////////////////////
BOOL closeLoadSave(void)
{
	widgDelete(psRequestScreen,LOADSAVE_FORM);
	bLoadSaveUp = false;

	if ((bLoadSaveMode == LOAD_INGAME) || (bLoadSaveMode == SAVE_INGAME))
	{

		if (!bMultiPlayer || (NetPlay.bComms == 0))
		{
			gameTimeStart();
			setGamePauseStatus( false );
			setGameUpdatePause(false);
			setScriptPause(false);
			setScrollPause(false);
			setConsolePause(false);
		}

		intAddReticule();
		intShowPowerBar();

	}
	widgReleaseScreen(psRequestScreen);
	// need to "eat" up the return key so it don't pass back to game.
	inputLooseFocus();
	return true;
}
Exemple #2
0
// ////////////////////////////////////////////////////////////////////////////
BOOL closeLoadSave(void)
{
	widgDelete(psRequestScreen,LOADSAVE_FORM);
	bLoadSaveUp = FALSE;

	if ((bLoadSaveMode == LOAD_INGAME) || (bLoadSaveMode == SAVE_INGAME))
	{

		if (!bMultiPlayer || (NetPlay.bComms == 0))
		{
			gameTimeStart();
			setGamePauseStatus( FALSE );
			setGameUpdatePause(FALSE);
			setScriptPause(FALSE);
			setScrollPause(FALSE);
			setConsolePause(FALSE);
		}

		intAddReticule();
		intShowPowerBar();

	}
	widgReleaseScreen(psRequestScreen);

	return TRUE;
}
Exemple #3
0
static void closeMultiRequester(void)
{
	widgDelete(psRScreen,M_REQUEST);
	multiRequestUp = false;

	widgReleaseScreen(psRScreen);		// move this to the frontend shutdown...
	return;
}
Exemple #4
0
// ////////////////////////////////////////////////////////////////////////////
bool closeChallenges()
{
    widgDelete(psRequestScreen, CHALLENGE_FORM);
    widgReleaseScreen(psRequestScreen);
    // need to "eat" up the return key so it don't pass back to game.
    inputLooseFocus();
    challengesUp = false;
    return true;
}