// // //PAUSE MENU FUNCTIONALITY // // public void ResumeGame() { ChangeMenuTo(0); Time.timeScale = runtimeTimeScale; _isPaused = false; if (FPSPawn) { FPSPawn.SetCursorLock(true); } }
public virtual void Cancel(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && value) { FPP.SetCursorLock(false); } }
public override void Fire1(bool value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && allowControl) { FPP.Fire1(value); if (!ms) { FPP.SetCursorLock(true); } else { if (!ms.IsPaused) { FPP.SetCursorLock(true); } } } }
public virtual void Cancel(bool value) { if (value) { FPS_Pawn FPP = (FPS_Pawn)PossesedPawn; if (FPP && ms && allowPausing) { ms.TogglePause(); FPP.SetCursorLock(!ms.IsPaused); //LOG("Escape"); } } }