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Close all dialogs on start of new turn in MP
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@ -169,13 +169,8 @@ void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::
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adventureInt.reset(new AdventureMapInterface());
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}
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void CPlayerInterface::playerEndsTurn(PlayerColor player)
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void CPlayerInterface::closeAllDialogs()
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (player == playerID)
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{
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makingTurn = false;
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// remove all active dialogs that do not expect query answer
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for (;;)
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{
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@ -204,6 +199,15 @@ void CPlayerInterface::playerEndsTurn(PlayerColor player)
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return window->ID == QueryID::NONE;
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});
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}
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void CPlayerInterface::playerEndsTurn(PlayerColor player)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (player == playerID)
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{
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makingTurn = false;
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closeAllDialogs();
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}
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}
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void CPlayerInterface::playerStartsTurn(PlayerColor player)
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@ -284,6 +288,7 @@ void CPlayerInterface::gamePause(bool pause)
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void CPlayerInterface::yourTurn(QueryID queryID)
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{
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closeAllDialogs();
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CTutorialWindow::openWindowFirstTime(TutorialMode::TOUCH_ADVENTUREMAP);
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EVENT_HANDLER_CALLED_BY_CLIENT;
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@ -203,6 +203,7 @@ public: // public interface for use by client via LOCPLINT access
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void performAutosave();
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void gamePause(bool pause);
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void endNetwork();
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void closeAllDialogs();
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///returns true if all events are processed internally
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bool capturedAllEvents();
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