Fix game-clock crash when pausing game during ending sequences

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2027 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
avolkov
2005-12-03 09:36:50 +00:00
parent 6e4d3afc10
commit 68d81531c3
+4 -2
View File
@@ -157,7 +157,8 @@ PauseGame (void)
GLOBAL (CurrentActivity) |= CHECK_PAUSE;
if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE)
if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE &&
LOBYTE (GLOBAL (CurrentActivity)) != WON_LAST_BATTLE)
SuspendGameClock ();
if (CommData.ConversationPhrases && PlayingTrack ())
PauseTrack ();
@@ -202,7 +203,8 @@ PauseGame (void)
WaitForNoInput (ONE_SECOND / 4);
FlushInput ();
if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE)
if (LOBYTE (GLOBAL (CurrentActivity)) != SUPER_MELEE &&
LOBYTE (GLOBAL (CurrentActivity)) != WON_LAST_BATTLE)
ResumeGameClock ();
if (CommData.ConversationPhrases && PlayingTrack ())
{