Debug special dialog
Opens nothing. Outside a normal session it requests a dialog that is not compiled and hangs the paused scenario; in a normal session it does nothing at all.
- Type
- Fixed control
- Binding
- /
- Context
- In-game with Debug_Flag enabled
- Audience
- Debug
- Availability
- Debug
The control opens no dialog in any session type, and two separate pieces have to be missing for that to be true. The routine that would draw the special dialog is an empty body sitting inside a block the compiler never reaches, and the arm of the menu loop that would have called that routine is compiled out as well. A request for the dialog therefore survives with nothing left to answer it.
What the key does still depends on the session. In a campaign game it calls the in-game menu handler directly without recording a request first, and that handler’s whole body is guarded on a request being outstanding — so with none recorded the handler returns at once and the key does nothing whatever. Every other session type, skirmish included, takes the other branch: the key records the request, swallows itself, and leaves the handler to be reached from the main loop in the ordinary way.
Developer mode and diagnostics covers the flag that arms the keys handled directly in code.