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); }
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; };