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(svn r21430) -Feature [FS#1521]: building while paused always works in the scenario editor
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@ -370,7 +370,7 @@ bool IsCommandAllowedWhilePaused(uint32 cmd)
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assert_compile(lengthof(command_type_lookup) == CMDT_END);
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assert(IsValidCommand(cmd));
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return command_type_lookup[_command_proc_table[cmd & CMD_ID_MASK].type] <= _settings_game.construction.command_pause_level;
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return _game_mode == GM_EDITOR || command_type_lookup[_command_proc_table[cmd & CMD_ID_MASK].type] <= _settings_game.construction.command_pause_level;
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}
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@ -1365,7 +1365,7 @@ void GameLoop()
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if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
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if (!_pause_mode || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
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if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
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InputLoop();
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@ -2213,7 +2213,7 @@ static void MouseLoop(MouseClick click, int mousewheel)
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case MC_DOUBLE_LEFT:
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case MC_LEFT:
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DEBUG(misc, 2, "Cursor: 0x%X (%d)", _cursor.sprite, _cursor.sprite);
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if (_thd.place_mode != HT_NONE && _pause_mode != PM_UNPAUSED) {
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if (_thd.place_mode != HT_NONE && _pause_mode != PM_UNPAUSED && _game_mode != GM_EDITOR) {
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switch (_settings_game.construction.command_pause_level) {
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case CMDPL_ALL_ACTIONS:
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/* We allow all actions. */
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