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forked from 0ad/0ad

fix the ceaseFire gui, patch by elexis, fixes #3413

This was SVN commit r17118.
This commit is contained in:
mimo 2015-10-10 16:51:52 +00:00
parent 40acf66ba9
commit 1ac5ccff0b
2 changed files with 16 additions and 11 deletions

View File

@ -110,14 +110,25 @@ function updateCounters()
caption += "\n";
++linesCount;
}
if (Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true" && g_SimState.ceasefireActive)
var diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter");
if (g_SimState.ceasefireActive)
{
// Update ceasefire counter in the diplomacy window
var remainingTimeString = timeToString(g_SimState.ceasefireTimeRemaining);
caption += remainingTimeString + "\n";
var diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter");
diplomacyCeasefireCounter.caption = sprintf(translateWithContext("ceasefire", "Time remaining until ceasefire is over: %(time)s."), {"time": remainingTimeString});
++linesCount;
// Update ceasefire overlay counter
if (Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true")
{
caption += remainingTimeString + "\n";
++linesCount;
}
}
else if (!diplomacyCeasefireCounter.hidden)
{
diplomacyCeasefireCounter.hidden = true;
updateDiplomacy();
}
g_ResearchListTop = 4;

View File

@ -123,12 +123,6 @@ CeasefireManager.prototype.StopCeasefire = function()
var playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
for (var i = 1; i < playerEntities.length; ++i)
Engine.QueryInterface(playerEntities[i], IID_Player).SetDiplomacy(this.diplomacyBeforeCeasefire[i-1]);
// Send chat notifications and update the diplomacy screen
for (var i = 1; i < playerEntities.length; ++i)
for (var j = 1; j < playerEntities.length; ++j)
if (i != j && this.diplomacyBeforeCeasefire[i-1][j] == -1)
cmpGuiInterface.PushNotification({"type": "diplomacy", "players": [j], "player1": [i], "status": "enemy"});
// Reset values
this.ceasefireIsActive = false;