(svn r21430) -Feature [FS#1521]: building while paused always works in the scenario editor

pull/155/head
rubidium 14 years ago
parent b469b1dc51
commit 97623b6fc1

@ -370,7 +370,7 @@ bool IsCommandAllowedWhilePaused(uint32 cmd)
assert_compile(lengthof(command_type_lookup) == CMDT_END);
assert(IsValidCommand(cmd));
return command_type_lookup[_command_proc_table[cmd & CMD_ID_MASK].type] <= _settings_game.construction.command_pause_level;
return _game_mode == GM_EDITOR || command_type_lookup[_command_proc_table[cmd & CMD_ID_MASK].type] <= _settings_game.construction.command_pause_level;
}

@ -1365,7 +1365,7 @@ void GameLoop()
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
if (!_pause_mode || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
InputLoop();

@ -2213,7 +2213,7 @@ static void MouseLoop(MouseClick click, int mousewheel)
case MC_DOUBLE_LEFT:
case MC_LEFT:
DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
if (_thd.place_mode != HT_NONE && _pause_mode != PM_UNPAUSED) {
if (_thd.place_mode != HT_NONE && _pause_mode != PM_UNPAUSED && _game_mode != GM_EDITOR) {
switch (_settings_game.construction.command_pause_level) {
case CMDPL_ALL_ACTIONS:
/* We allow all actions. */

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