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-rw-r--r--src/ai/ai_gui.cpp11
-rw-r--r--src/misc_cmd.cpp1
2 files changed, 0 insertions, 12 deletions
diff --git a/src/ai/ai_gui.cpp b/src/ai/ai_gui.cpp
index 2eea88eec..69c8ff81b 100644
--- a/src/ai/ai_gui.cpp
+++ b/src/ai/ai_gui.cpp
@@ -1370,17 +1370,6 @@ struct AIDebugWindow : public QueryStringBaseWindow {
{
if (data == -1 || ai_debug_company == data) this->SetDirty();
- if (gui_scope && data == -2) {
- /* The continue button should be disabled when the game is unpaused and
- * it was previously paused. */
- if ((_pause_mode & PM_PAUSED_NORMAL) == PM_UNPAUSED && !this->IsWidgetDisabled(WID_AID_CONTINUE_BTN)) {
- this->DisableWidget(WID_AID_CONTINUE_BTN);
- this->SetWidgetDirty(WID_AID_CONTINUE_BTN);
- this->SetWidgetDirty(WID_AID_LOG_PANEL);
- this->highlight_row = -1;
- }
- }
-
/* If the log message is related to the active company tab, check the break string.
* This needs to be done in gameloop-scope, so the AI is suspended immediately. */
if (!gui_scope && data == ai_debug_company && this->break_check_enabled && !this->break_string_filter.IsEmpty()) {
diff --git a/src/misc_cmd.cpp b/src/misc_cmd.cpp
index c2a4ee8a8..7f0dbc168 100644
--- a/src/misc_cmd.cpp
+++ b/src/misc_cmd.cpp
@@ -178,7 +178,6 @@ CommandCost CmdPause(TileIndex tile, DoCommandFlag flags, uint32 p1, uint32 p2,
} else {
_pause_mode = _pause_mode | p1;
}
- InvalidateWindowClassesData(WC_AI_DEBUG, -2);
#ifdef ENABLE_NETWORK
NetworkHandlePauseChange(prev_mode, (PauseMode)p1);