Escape down in cgame triggers CG_EVENT_HANDLING again instead of CG_KEY_EVENT

with that, CPMA demo playback and /protect work as intended again
This commit is contained in:
myT 2020-02-08 02:07:20 +01:00
parent ca9757082f
commit 8a1d1c539b
3 changed files with 11 additions and 1 deletions

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@ -89,6 +89,9 @@ add: r_mapBrightness now works on q3map2's external lightmap atlas images
add: the renderer can now batch surfaces with different (but sufficiently similar) shaders add: the renderer can now batch surfaces with different (but sufficiently similar) shaders
this new optimization works with the output of "Frozen Sand Particle Studio" this new optimization works with the output of "Frozen Sand Particle Studio"
chg: reverted an old change to the Escape key handling for cgame
this fixes demo playback behavior in CPMA, which enables custom binds after pressing Escape once
chg: searching for valid sample counts for MSAA in GL2 and GL3 instead of failing right away chg: searching for valid sample counts for MSAA in GL2 and GL3 instead of failing right away
add: /modellist /skinlist /imagelist /shaderlist can now filter results with pattern matching add: /modellist /skinlist /imagelist /shaderlist can now filter results with pattern matching

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@ -1089,7 +1089,7 @@ void CL_KeyEvent( int key, qbool down, unsigned time )
// escape always gets out of CGAME stuff // escape always gets out of CGAME stuff
if (cls.keyCatchers & KEYCATCH_CGAME) { if (cls.keyCatchers & KEYCATCH_CGAME) {
cls.keyCatchers &= ~KEYCATCH_CGAME; cls.keyCatchers &= ~KEYCATCH_CGAME;
VM_Call( cgvm, CG_KEY_EVENT, key, down ); VM_Call( cgvm, CG_EVENT_HANDLING, CGAME_EVENT_NONE );
return; return;
} }

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@ -59,6 +59,13 @@ typedef struct {
#define CMD_MASK (CMD_BACKUP - 1) #define CMD_MASK (CMD_BACKUP - 1)
// CG_EVENT_HANDLING constants
enum {
CGAME_EVENT_NONE
// the rest is private mod business
};
/* /*
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