void CFolderSummary::OnFocus(LTBOOL bFocus)
{
	if (bFocus)
	{
		if (!g_pGameClientShell->IsMultiplayerGame())
		{
			// Request the player data to be updated (This may take a
			// frame or two to happen in a single-player game...in
			// multiplayer games the values are updated constantly...

            HMESSAGEWRITE hMessage = g_pLTClient->StartMessage(MID_PLAYER_SUMMARY);
            g_pLTClient->EndMessage(hMessage);
		}
		else
		{
			UpdateData();
		}
		CFolderBriefing* pBriefing = (CFolderBriefing*)m_pFolderMgr->GetFolderFromID(FOLDER_ID_BRIEFING);
		pBriefing->SetPostMission(LTTRUE);

	}
	else
	{
		SetSelection(kNoSelection);
		UseContinue(FOLDER_ID_NONE);
		RemoveFree();
	}
	CBaseFolder::OnFocus(bFocus);
}
예제 #2
0
uint32 CFolderNew::OnCommand(uint32 dwCommand, uint32 dwParam1, uint32 dwParam2)
{
    if (dwCommand >= FOLDER_CMD_CUSTOM && dwCommand < FOLDER_CMD_CUSTOM + (uint32)g_pMissionMgr->GetNumMissions())
	{
		int mis = (int)(dwCommand-FOLDER_CMD_CUSTOM);
		g_pInterfaceMgr->GetMissionData()->NewMission(mis);
		g_pInterfaceMgr->GetPlayerStats()->PrepareInventory();
		CFolderBriefing* pBriefing = (CFolderBriefing*)m_pFolderMgr->GetFolderFromID(FOLDER_ID_BRIEFING);
		pBriefing->SetPostMission(LTFALSE);
		m_pFolderMgr->SetCurrentFolder(FOLDER_ID_BRIEFING);
	}
	else
		return CBaseSelectionFolder::OnCommand(dwCommand,dwParam1,dwParam2);


	return 1;
};