Cleanup: decoupled input timeout vars between Melee menu and Main menu
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2513 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -187,7 +187,7 @@ FRAME PickMeleeFrame;
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static FRAME MeleeFrame;
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static FRAME BuildPickFrame;
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extern QUEUE master_q;
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extern DWORD InTime;
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DWORD InTime;
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PMELEE_STATE volatile pMeleeState;
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static BOOLEAN DoMelee (PMELEE_STATE pMS);
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@@ -2862,7 +2862,7 @@ Melee (void)
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MenuState.InputFunc = DoMelee;
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MenuState.Initialized = FALSE;
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#ifdef NETMELE
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#ifdef NETPLAY
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{
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COUNT player;
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for (player = 0; player < NUM_PLAYERS; player++)
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@@ -106,11 +106,11 @@ DrawRestartMenu (BYTE OldState, BYTE NewState, FRAME f)
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(void) OldState; /* Satisfying compiler (unused parameter) */
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}
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DWORD InTime;
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static BOOLEAN
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DoRestart (PMENU_STATE pMS)
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{
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static DWORD InTime;
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static DWORD InactTimeOut;
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/* Cancel any presses of the Pause key. */
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@@ -240,14 +240,12 @@ else if (InputState & DEVICE_EXIT) return (FALSE);
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UnlockMutex (GraphicsLock);
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MouseError ();
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SetMenuSounds (MENU_SOUND_UP | MENU_SOUND_DOWN, MENU_SOUND_SELECT);
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InTime = GetTimeCounter ();
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SetTransitionSource (NULL);
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BatchGraphics ();
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DrawRestartMenuGraphic (pMS);
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DrawRestartMenu ((BYTE)~0, pMS->CurState, pMS->CurFrame);
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ScreenTransition (3, NULL);
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UnbatchGraphics ();
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return TRUE;
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}
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InTime = GetTimeCounter ();
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