(svn r18052) -Codechange/Fix: make the 'pause' chat message when actually executing the pause command. This to prevent showing paused and especially unpaused to be shown when the state doesn't change. Output now mentions whether pause changes keep the game paused and what reasons for pausing there 'currently' are.

This commit is contained in:
rubidium
2009-11-12 20:33:30 +00:00
parent 0c20992c5b
commit a0840ee58b
51 changed files with 72 additions and 244 deletions

View File

@@ -832,8 +832,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_MAP_OK)
if (_settings_client.network.pause_on_join) {
/* Now pause the game till the client is in sync */
DoCommandP(0, PM_PAUSED_JOIN, 1, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_CONNECT);
}
/* also update the new client with our max values */
@@ -1026,7 +1024,6 @@ DEF_SERVER_RECEIVE_COMMAND(PACKET_CLIENT_ACK)
if (_pause_mode & PM_PAUSED_JOIN) {
DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT);
}
/* Execute script for, e.g. MOTD */