// //////////////////////////////////////////////////////////////////////////// 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; }
// //////////////////////////////////////////////////////////////////////////// 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; }
static void closeMultiRequester(void) { widgDelete(psRScreen,M_REQUEST); multiRequestUp = false; widgReleaseScreen(psRScreen); // move this to the frontend shutdown... return; }
// //////////////////////////////////////////////////////////////////////////// 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; }