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And pause the game while it is open, using the same pause flag as browsePrompt window. Fixes #2914
Fixes #3179
Fixes #3369

And pause the game while it is open, using the same pause flag as browsePrompt window.
Fixes OpenLoco#2914
Fixes OpenLoco#3179
Fixes OpenLoco#3369
Comment on lines +574 to +584
promptTickLoop(
[]() {
Input::handleKeyboard();
Audio::updateSounds();
WindowManager::dispatchUpdateAll();
Input::processKeyboardInput();
WindowManager::update();
Ui::minimalHandleInput();
Gfx::renderAndUpdate();
return WindowManager::find(WindowType::objectSelection) != nullptr;
});
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I can see why you went with this approach, but to be honest, I'm apprehensive about adding more custom tick loops to the code base. Instead, I think we should be having less of them, rather than more. We should facilitate this blocking behaviour in another way, I think.

@ZehMatt What are your thoughts on this?

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I agree, our plan is to get rid of such special code, I think the better approach is to handle this with the scene manager, all this really requires is a flag that stops updating the scene but still renders and handles inputs.

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