Autopilot blinking in combat/starmap fixed
git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@270 8092fc87-c524-0410-9efc-e669fe64eaf9
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+12
-6
@@ -132,15 +132,21 @@ int clock_task_func(void* data)
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}
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}
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else
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else
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{
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{
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if (!(GLOBAL (CurrentActivity) & CHECK_ABORT)
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if (!(GLOBAL (CurrentActivity) & (CHECK_ABORT))
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&& GLOBAL_SIS (CrewEnlisted) != (COUNT)~0)
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&& GLOBAL_SIS (CrewEnlisted) != (COUNT)~0)
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{
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{
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CONTEXT OldContext;
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// 2002/11/30 this additional 'if' fixes autopilot indicator blinking on combat/starmap
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// TODO: is there a better (more exact) way of determining if player is in starmap menu or not?
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if (LOBYTE (GLOBAL (CurrentActivity)) != IN_ENCOUNTER &&
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(!pMenuState || (pMenuState && pMenuState->InputFunc == DoFlagshipCommands)))
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{
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CONTEXT OldContext;
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OldContext = SetContext (OffScreenContext);
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OldContext = SetContext (OffScreenContext);
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SetContextForeGroundColor (cycle_tab[cycle_index]);
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SetContextForeGroundColor (cycle_tab[cycle_index]);
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DrawSISMessage ((UNICODE *)~0L);
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DrawSISMessage ((UNICODE *)~0L);
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SetContext (OldContext);
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SetContext (OldContext);
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}
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}
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}
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cycle_index = (cycle_index + 1) % NUM_CYCLES;
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cycle_index = (cycle_index + 1) % NUM_CYCLES;
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