allow game to be paused before player joins game and retain pause state
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173075d962
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@ -84,6 +84,7 @@ Game::Game() : ProgramState(NULL) {
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currentAvgRenderFpsTotal=0;
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paused=false;
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pausedForJoinGame=false;
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pausedBeforeJoinGame=false;
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pauseRequestSent=false;
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resumeRequestSent=false;
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pauseStateChanged=false;
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@ -250,6 +251,7 @@ void Game::resetMembers() {
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tickCount=0;
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paused= false;
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pausedForJoinGame=false;
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pausedBeforeJoinGame=false;
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resumeRequestSent=false;
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pauseRequestSent=false;
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pauseStateChanged=false;
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@ -2363,8 +2365,10 @@ void Game::update() {
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//printf("Resuming game for join in progress game resumeRequestSent: %d...\n",resumeRequestSent);
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//commander.tryResumeGame(true,false);
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commander.tryResumeGame(true,true);
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resumeRequestSent = true;
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if(pausedBeforeJoinGame == false && resumeRequestSent == false) {
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commander.tryResumeGame(true,true);
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resumeRequestSent = true;
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}
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// server->setAllowInGameConnections(false);
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// for(int i = 0; i < world.getFactionCount(); ++i) {
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@ -5714,6 +5718,7 @@ void Game::setPaused(bool value,bool forceAllowPauseStateChange,bool clearCaches
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console.addLine(lang.get("GameResumed"));
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paused= false;
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pausedForJoinGame = false;
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pausedBeforeJoinGame = false;
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pauseStateChanged = true;
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if(clearCaches == true) {
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@ -5742,6 +5747,10 @@ void Game::setPaused(bool value,bool forceAllowPauseStateChange,bool clearCaches
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}
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else {
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console.addLine(lang.get("GamePaused"));
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if(joinNetworkGame == true) {
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pausedBeforeJoinGame = paused;
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}
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paused= true;
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pausedForJoinGame = joinNetworkGame;
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pauseStateChanged = true;
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@ -98,6 +98,7 @@ private:
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bool resumeRequestSent;
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bool pauseStateChanged;
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bool pausedForJoinGame;
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bool pausedBeforeJoinGame;
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bool gameOver;
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bool renderNetworkStatus;
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