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- move pause pad checks to avoid bug
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@ -1416,29 +1416,6 @@ void StepGame(void)
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PrintStringFeature(G_LTXT(GTXT_Fastforward), 100, 0x1e, 0x1000, 0x1000, 0);
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PrintStringFeature(G_LTXT(GTXT_Fastforward), 100, 0x1e, 0x1000, 0x1000, 0);
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}
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}
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// check for pause mode
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if (AttractMode == 0 && pauseflag == 0)
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{
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if (FrameCnt > 2)
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{
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if (NumPlayers == 1)
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{
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if (paddp == 0x800 && bMissionTitleFade == 0) // [A] && gInGameCutsceneActive == 0) // allow pausing during cutscene
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{
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EnablePause(PAUSEMODE_PAUSE);
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}
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}
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else if (paddp == 0x800)
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{
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EnablePause(PAUSEMODE_PAUSEP1);
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}
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else if (NumPlayers == 2 && (Pads[1].dirnew & 0x800) != 0)
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{
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EnablePause(PAUSEMODE_PAUSEP2);
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}
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}
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}
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if (NoPlayerControl == 0)
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if (NoPlayerControl == 0)
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{
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{
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if (pad_connected < 1 && FrameCnt > 2 && bMissionTitleFade == 0 && gInGameCutsceneActive == 0)
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if (pad_connected < 1 && FrameCnt > 2 && bMissionTitleFade == 0 && gInGameCutsceneActive == 0)
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@ -1531,6 +1508,29 @@ void CheckForPause(void)
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gDieWithFade = 32;
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gDieWithFade = 32;
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}
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}
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// check pads for pause here
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if (AttractMode == 0 && pauseflag == 0)
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{
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if (FrameCnt > 2)
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{
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if (NumPlayers == 1)
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{
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if (paddp == 0x800 && bMissionTitleFade == 0) // [A] && gInGameCutsceneActive == 0) // allow pausing during cutscene
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{
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EnablePause(PAUSEMODE_PAUSE);
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}
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}
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else if (paddp == 0x800)
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{
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EnablePause(PAUSEMODE_PAUSEP1);
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}
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else if (NumPlayers == 2 && (Pads[1].dirnew & 0x800))
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{
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EnablePause(PAUSEMODE_PAUSEP2);
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}
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}
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}
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if (WantPause)
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if (WantPause)
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{
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{
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WantPause = 0;
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WantPause = 0;
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