(svn r24537) -Feature: Scripts can be suspended even if the game is still progressing, thus break-on-log now works also for Game Scripts.
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@@ -46,6 +46,26 @@ public:
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*/
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static void Uninitialize(bool keepConfig);
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/**
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* Suspends the Game Script and then pause the execution of the script. The
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* script will not be resumed from its suspended state until the script
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* has been unpaused.
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*/
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static void Pause();
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/**
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* Resume execution of the Game Script. This function will not actually execute
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* the script, but set a flag so that the script is executed my the usual
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* mechanism that executes the script.
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*/
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static void Unpause();
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/**
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* Checks if the Game Script is paused.
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* @return true if the Game Script is paused, otherwise false.
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*/
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static bool IsPaused();
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/**
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* Queue a new event for a Game Script.
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*/
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@@ -117,6 +117,21 @@
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}
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}
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/* static */ void Game::Pause()
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{
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if (Game::instance != NULL) Game::instance->Pause();
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}
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/* static */ void Game::Unpause()
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{
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if (Game::instance != NULL) Game::instance->Unpause();
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}
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/* static */ bool Game::IsPaused()
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{
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return Game::instance != NULL? Game::instance->IsPaused() : false;
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}
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/* static */ void Game::NewEvent(ScriptEvent *event)
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{
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/* AddRef() and Release() need to be called at least once, so do it here */
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