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Fix incorrect order of operation in pause blocking logic

This commit is contained in:
Dean Herbert 2021-02-15 14:00:30 +09:00
parent a4dc544235
commit 2b69c7b325

View File

@ -503,14 +503,17 @@ namespace osu.Game.Screens.Play
return;
}
if (canPause && !GameplayClockContainer.IsPaused.Value)
if (!GameplayClockContainer.IsPaused.Value)
{
if (pauseCooldownActive && !GameplayClockContainer.IsPaused.Value)
// still want to block if we are within the cooldown period and not already paused.
// if we are within the cooldown period and not already paused, the operation should block completely.
if (pauseCooldownActive)
return;
Pause();
return;
if (canPause)
{
Pause();
return;
}
}
}