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
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
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
if (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;
}

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