mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 07:28:22 -10:00
This does some refactoring to make it possible to cimpile and run FSO without needing to link to FFmpeg. Since that eliminates support for cutscenes or sound this is mostly useful for running a standalone server which has no need for this anyway. This reduces the image size of the standalone Docker image to only 20MB and also resolves any licensing issues that might have existed.
536 lines
13 KiB
C++
536 lines
13 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi_pause.h"
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#include "missionui/chatbox.h"
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#include "io/key.h"
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#include "popup/popup.h"
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#include "gamesequence/gamesequence.h"
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#include "network/stand_gui.h"
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#include "gamesnd/gamesnd.h"
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#include "network/multiutil.h"
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#include "network/multiui.h"
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#include "network/multimsgs.h"
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#include "network/multi_endgame.h"
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#include "network/multi_pmsg.h"
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#include "playerman/player.h"
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#include "network/multi.h"
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#include "globalincs/alphacolors.h"
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#include "io/timer.h"
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#include "osapi/osapi.h"
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#include "sound/audiostr.h"
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// ----------------------------------------------------------------------------------
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// PAUSE DEFINES/VARS
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//
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// state of the game (paused or not) on _my_ machine. Obviously this is important for the server
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// call multi_pause_reset() to reinitialize
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int Multi_pause_status = 0;
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// who paused the game
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net_player *Multi_pause_pauser = NULL;
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// timestamp for eating keypresses for a while after
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float Multi_pause_eat = -1.0f;
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// pause ui screen stuff
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#define MULTI_PAUSED_NUM_BUTTONS 3
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// button defs
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#define MP_SCROLL_UP 0
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#define MP_SCROLL_DOWN 1
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#define MP_EXIT_MISSION 2
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const char *Multi_paused_bg_fname[GR_NUM_RESOLUTIONS] = {
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"MPPause",
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"2_MPPause"
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};
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const char *Multi_paused_bg_mask[GR_NUM_RESOLUTIONS] = {
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"MPPause-m",
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"2_MPPause-m"
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};
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// where to place the pauser's callsign
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int Mp_callsign_coords[GR_NUM_RESOLUTIONS][2] = {
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{ // GR_640
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110, 132
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},
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{ // GR_1024
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171, 218
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}
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};
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ui_button_info Multi_paused_buttons[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
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{ // GR_640
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ui_button_info("PB00", 519, 212, -1, -1, 0),
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ui_button_info("PB01", 519, 252, -1, -1, 1),
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ui_button_info("PB02", 488, 321, -1, -1, 2),
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},
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{ // GR_1024
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ui_button_info("2_PB00", 831, 339, -1, -1, 0),
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ui_button_info("2_PB01", 831, 403, -1, -1, 1),
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ui_button_info("2_PB02", 781, 514, -1, -1, 2),
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}
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};
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// text
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#define MULTI_PAUSED_NUM_TEXT 3
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UI_XSTR Multi_paused_text[GR_NUM_RESOLUTIONS][MULTI_PAUSED_NUM_BUTTONS] = {
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{ // GR_640
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{ "Exit", 1059, 493, 297, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
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{ "Mission", 1063, 482, 306, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[0][MP_EXIT_MISSION].button },
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{ "Mission Paused", 1440, 107, 356, UI_XSTR_COLOR_PINK, -1, NULL },
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},
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{ // GR_1024
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{ "Exit", 1059, 787, 478, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
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{ "Mission", 1063, 778, 490, UI_XSTR_COLOR_PINK, -1, &Multi_paused_buttons[1][MP_EXIT_MISSION].button },
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{ "Mission Paused", 1440, 171, 567, UI_XSTR_COLOR_PINK, -1, NULL },
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}
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};
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UI_WINDOW Multi_paused_window;
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int Multi_paused_screen_id = -1; // backed up screen data
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int Multi_paused_background = -1; // pause background
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void multi_pause_check_buttons();
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void multi_pause_button_pressed(int n);
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// (server) evaluate a pause request from the given player (should call for himself as well)
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void multi_pause_server_eval_request(net_player *pl, int pause);
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// if this player can unpause
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int multi_pause_can_unpause(net_player *p);
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// render the callsign of the guy who paused
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void multi_pause_render_callsign();
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int Multi_paused = 0;
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// ----------------------------------------------------------------------------------
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// EXTERNAL FUNCTIONS/VARIABLES
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//
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extern void game_flush();
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extern void weapon_pause_sounds();
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extern void weapon_unpause_sounds();
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// ----------------------------------------------------------------------------------
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// PAUSE FUNCTIONS
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//
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// re-initializes the pause system. call before entering the mission to reset
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void multi_pause_reset()
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{
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// set the pause status to 0
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Multi_pause_status = 0;
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// null out the pause pointer
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Multi_pause_pauser = NULL;
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// eat keys timestamp
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Multi_pause_eat = -1.0f;
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}
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// (client) call when receiving a packet indicating we should pause
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void multi_pause_pause()
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{
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int idx;
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// if we're already paused, don't do anything
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if(Multi_pause_status){
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return;
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}
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// sanity check
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Assert(!Multi_pause_status);
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// mark the game as being paused
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Multi_pause_status = 1;
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// if we're not already in the pause state
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if(gameseq_get_state() != GS_STATE_MULTI_PAUSED){
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// jump into the paused state
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gameseq_post_event(GS_EVENT_MULTI_PAUSE);
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// mark the netgame state
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Netgame.game_state = NETGAME_STATE_PAUSED;
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}
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// if we're the server of the game, send a packet which will pause the clients in the game now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
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send_client_update_packet(&Net_players[idx]);
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}
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}
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}
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}
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// (client) call when receiving a packet indicating we should unpause
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void multi_pause_unpause()
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{
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int idx;
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// if we're already unpaused, don't do anything
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if(!Multi_pause_status){
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return;
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}
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// sanity check
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Assert(Multi_pause_status);
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// mark the game as being unpaused
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Multi_pause_status = 0;
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// pop us out of any necessary states (including the pause state !!)
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multi_handle_state_special();
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// mark the netgame state
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Netgame.game_state = NETGAME_STATE_IN_MISSION;
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// if we're the server of the game, send a packet which will unpause the clients in the game now
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// if we're the server of the game, send a packet which will pause the clients in the game now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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for(idx=0;idx<MAX_PLAYERS;idx++){
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if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
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send_client_update_packet(&Net_players[idx]);
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}
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}
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}
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}
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// send a request to pause or unpause a game (all players should use this function)
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void multi_pause_request(int pause)
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{
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// if i'm the server, run it through the eval function right now
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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multi_pause_server_eval_request(Net_player,pause);
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}
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// otherwise, send a reliable request packet to the server
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else {
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send_multi_pause_packet(pause);
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}
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}
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// (server) evaluate a pause request from the given player (should call for himself as well)
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void multi_pause_server_eval_request(net_player *pl, int pause)
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{
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int cur_state;
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// if this is a pause request and we're already in the pause state, do nothing
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if(pause && Multi_pause_status){
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return;
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}
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// if this is an unpause request and we're already unpaused, do nothing
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if(!pause && !Multi_pause_status){
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return;
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}
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// get the current state (don't allow pausing from certain states
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cur_state = gameseq_get_state();
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if((cur_state == GS_STATE_DEBRIEF) || (cur_state == GS_STATE_MULTI_MISSION_SYNC) || (cur_state == GS_STATE_BRIEFING) ||
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(cur_state == GS_STATE_STANDALONE_POSTGAME) || (cur_state == GS_STATE_MULTI_STD_WAIT) || (cur_state == GS_STATE_WEAPON_SELECT) ||
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(cur_state == GS_STATE_TEAM_SELECT) || (cur_state == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
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return;
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}
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// if this is a pause request
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if(pause){
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// record who the pauser is
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Multi_pause_pauser = pl;
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// pause the game
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multi_pause_pause();
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}
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// if this is an unpause request
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else {
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// if this guy is allowed to unpause the game, do so
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if(multi_pause_can_unpause(pl)){
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// unmark the "pauser"
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Multi_pause_pauser = NULL;
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// unpause the game
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multi_pause_unpause();
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}
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}
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}
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// if this player can unpause
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int multi_pause_can_unpause(net_player *p)
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{
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if(!(p->flags & NETINFO_FLAG_GAME_HOST) && (p != Multi_pause_pauser)){
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return 0;
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}
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return 1;
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}
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// if we still want to eat keys
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int multi_pause_eat_keys()
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{
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// if the eat timestamp is negative, don't eat keys
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if(Multi_pause_eat < 0.0f){
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return 0;
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}
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// if less than 1 second has passed, continue eating keys
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if((f2fl(timer_get_fixed_seconds()) - Multi_pause_eat) < 1.0f){
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nprintf(("Network","PAUSE EATING KEYS\n"));
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control_config_clear_used_status();
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key_flush();
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return 1;
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}
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// otherwise, disable the timestamp
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Multi_pause_eat = -1.0f;
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return 0;
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}
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// ----------------------------------------------------------------------------------
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// PAUSE UI FUNCTIONS
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//
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void multi_pause_init()
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{
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int i;
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// if we're already paused. do nothing
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if ( Multi_paused ) {
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return;
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}
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Assert( Game_mode & GM_MULTIPLAYER );
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if ( !(Game_mode & GM_MULTIPLAYER) )
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return;
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// pause all beam weapon sounds
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weapon_pause_sounds();
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// standalone shouldn't be doing any freespace interface stuff
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if (Game_mode & GM_STANDALONE_SERVER) {
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std_debug_set_standalone_state_string("Multi paused do");
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}
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// everyone else should be doing UI stuff
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else {
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// pause all game music
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audiostream_pause_all();
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// switch off the text messaging system if it is active
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multi_msg_text_flush();
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if ( Multi_paused_screen_id == -1 )
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Multi_paused_screen_id = gr_save_screen();
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// create ui window
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Multi_paused_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
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Multi_paused_window.set_mask_bmap(Multi_paused_bg_mask[gr_screen.res]);
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Multi_paused_background = bm_load(Multi_paused_bg_fname[gr_screen.res]);
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for (i=0; i<MULTI_PAUSED_NUM_BUTTONS; i++) {
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// create the button
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Multi_paused_buttons[gr_screen.res][i].button.create(&Multi_paused_window, "", Multi_paused_buttons[gr_screen.res][i].x, Multi_paused_buttons[gr_screen.res][i].y, 1, 1, 0, 1);
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// set the highlight action
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Multi_paused_buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);
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// set the ani
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Multi_paused_buttons[gr_screen.res][i].button.set_bmaps(Multi_paused_buttons[gr_screen.res][i].filename);
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// set the hotspot
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Multi_paused_buttons[gr_screen.res][i].button.link_hotspot(Multi_paused_buttons[gr_screen.res][i].hotspot);
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}
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// add text
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for(i=0; i<MULTI_PAUSED_NUM_TEXT; i++){
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Multi_paused_window.add_XSTR(&Multi_paused_text[gr_screen.res][i]);
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}
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// close any instances of a chatbox
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chatbox_close();
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// intialize our custom chatbox
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chatbox_create(CHATBOX_FLAG_MULTI_PAUSED);
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}
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Multi_paused = 1;
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// reset timestamps
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multi_reset_timestamps();
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}
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void multi_pause_do()
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{
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int k;
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// make sure we don't enter this state unless we're in the mission itself
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Netgame.game_state = NETGAME_STATE_PAUSED;
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// server of the game should periodically be sending pause packets for good measure
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if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
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}
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if (!(Game_mode & GM_STANDALONE_SERVER)) {
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// restore saved screen data if any
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if (Multi_paused_screen_id >= 0) {
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gr_restore_screen(Multi_paused_screen_id);
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}
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// set the background image
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if (Multi_paused_background >= 0) {
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gr_set_bitmap(Multi_paused_background);
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gr_bitmap(0, 0, GR_RESIZE_MENU);
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}
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// if we're inside of popup code right now, don't process the window
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if(!popup_active()){
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// process chatbox and window stuff
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k = chatbox_process();
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k = Multi_paused_window.process(k);
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switch (k) {
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case KEY_ESC:
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case KEY_PAUSE:
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multi_pause_request(0);
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break;
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}
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}
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// check for any button presses
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multi_pause_check_buttons();
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// render the callsign of the guy who paused
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multi_pause_render_callsign();
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// render the chatbox
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chatbox_render();
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// draw tooltips
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// Multi_paused_window.draw_tooltip();
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Multi_paused_window.draw();
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// display the voice status indicator
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multi_common_voice_display_status();
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// don't flip screen if we are in the popup code right now
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if (!popup_active()) {
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gr_flip();
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}
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}
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// standalone pretty much does nothing here
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else {
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os_sleep(1);
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}
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}
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void multi_pause_close(int end_mission)
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{
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if ( !Multi_paused )
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return;
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// set the standalonest
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if (Game_mode & GM_STANDALONE_SERVER) {
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std_debug_set_standalone_state_string("Game play");
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} else {
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// free the screen up
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if ( end_mission && (Multi_paused_screen_id >= 0) ) {
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gr_free_screen(Multi_paused_screen_id);
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Multi_paused_screen_id = -1;
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}
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if (Multi_paused_background >= 0) {
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bm_release(Multi_paused_background);
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Multi_paused_background = -1;
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}
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Multi_paused_window.destroy();
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game_flush();
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// unpause all the music
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audiostream_unpause_all();
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}
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// unpause beam weapon sounds
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weapon_unpause_sounds();
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// eat keys timestamp
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Multi_pause_eat = f2fl(timer_get_fixed_seconds());
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// reset timestamps
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multi_reset_timestamps();
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// clear out control config and keypress info
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control_config_clear_used_status();
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key_flush();
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Multi_paused = 0;
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}
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void multi_pause_check_buttons()
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{
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int idx;
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// process any pause buttons which may have been pressed
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for (idx=0; idx<MULTI_PAUSED_NUM_BUTTONS; idx++){
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if (Multi_paused_buttons[gr_screen.res][idx].button.pressed()){
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multi_pause_button_pressed(idx);
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}
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}
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}
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void multi_pause_button_pressed(int n)
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{
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switch (n) {
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// the scroll up button
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case MP_SCROLL_UP :
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chatbox_scroll_up();
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break;
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// the scroll down button
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case MP_SCROLL_DOWN :
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chatbox_scroll_down();
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break;
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// the exit mission
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case MP_EXIT_MISSION :
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multi_quit_game(PROMPT_ALL);
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break;
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}
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}
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// render the callsign of the guy who paused
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void multi_pause_render_callsign()
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{
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char pause_str[100];
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// write out the callsign of the player who paused the game
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if((Multi_pause_pauser != NULL) && (Multi_pause_pauser->m_player != NULL)){
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memset(pause_str,0,100);
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strcpy_s(pause_str,Multi_pause_pauser->m_player->callsign);
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|
|
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// blit it
|
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gr_set_color_fast(&Color_bright);
|
|
gr_string(Mp_callsign_coords[gr_screen.res][0], Mp_callsign_coords[gr_screen.res][1], pause_str, GR_RESIZE_MENU);
|
|
}
|
|
}
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