fix the ceaseFire gui, patch by elexis, fixes #3413
This was SVN commit r17118.
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@ -110,14 +110,25 @@ function updateCounters()
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caption += "\n";
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++linesCount;
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}
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if (Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true" && g_SimState.ceasefireActive)
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var diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter");
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if (g_SimState.ceasefireActive)
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{
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// Update ceasefire counter in the diplomacy window
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var remainingTimeString = timeToString(g_SimState.ceasefireTimeRemaining);
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caption += remainingTimeString + "\n";
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var diplomacyCeasefireCounter = Engine.GetGUIObjectByName("diplomacyCeasefireCounter");
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diplomacyCeasefireCounter.caption = sprintf(translateWithContext("ceasefire", "Time remaining until ceasefire is over: %(time)s."), {"time": remainingTimeString});
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++linesCount;
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// Update ceasefire overlay counter
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if (Engine.ConfigDB_GetValue("user", "gui.session.ceasefirecounter") === "true")
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{
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caption += remainingTimeString + "\n";
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++linesCount;
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}
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}
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else if (!diplomacyCeasefireCounter.hidden)
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{
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diplomacyCeasefireCounter.hidden = true;
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updateDiplomacy();
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}
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g_ResearchListTop = 4;
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@ -123,12 +123,6 @@ CeasefireManager.prototype.StopCeasefire = function()
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var playerEntities = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager).GetAllPlayerEntities();
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for (var i = 1; i < playerEntities.length; ++i)
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Engine.QueryInterface(playerEntities[i], IID_Player).SetDiplomacy(this.diplomacyBeforeCeasefire[i-1]);
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// Send chat notifications and update the diplomacy screen
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for (var i = 1; i < playerEntities.length; ++i)
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for (var j = 1; j < playerEntities.length; ++j)
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if (i != j && this.diplomacyBeforeCeasefire[i-1][j] == -1)
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cmpGuiInterface.PushNotification({"type": "diplomacy", "players": [j], "player1": [i], "status": "enemy"});
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// Reset values
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this.ceasefireIsActive = false;
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