void CMission::CloseMission (void) // CloseMission // // Closes a mission { // Remove all subscriptions CSystem *pSystem = g_pUniverse->GetCurrentSystem(); if (pSystem) RemoveAllEventSubscriptions(pSystem); // Cancel all timer events g_pUniverse->CancelEvent(this); }
void CMission::CloseMission (void) // CloseMission // // Closes a mission { // Remove all subscriptions CSystem *pSystem = g_pUniverse->GetCurrentSystem(); if (pSystem) RemoveAllEventSubscriptions(pSystem); // Cancel all timer events g_pUniverse->CancelEvent(this); // If this is a player mission then refresh another player mission if (m_fAcceptedByPlayer) g_pUniverse->RefreshCurrentMission(); }