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https://bitbucket.org/CPMADevs/cnq3
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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
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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
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add: the renderer can now batch surfaces with different (but sufficiently similar) shaders
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this new optimization works with the output of "Frozen Sand Particle Studio"
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chg: reverted an old change to the Escape key handling for cgame
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this fixes demo playback behavior in CPMA, which enables custom binds after pressing Escape once
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chg: searching for valid sample counts for MSAA in GL2 and GL3 instead of failing right away
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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 )
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// escape always gets out of CGAME stuff
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if (cls.keyCatchers & KEYCATCH_CGAME) {
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cls.keyCatchers &= ~KEYCATCH_CGAME;
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VM_Call( cgvm, CG_KEY_EVENT, key, down );
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VM_Call( cgvm, CG_EVENT_HANDLING, CGAME_EVENT_NONE );
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return;
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}
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@ -59,6 +59,13 @@ typedef struct {
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#define CMD_MASK (CMD_BACKUP - 1)
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// CG_EVENT_HANDLING constants
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enum {
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CGAME_EVENT_NONE
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// the rest is private mod business
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};
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/*
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==================================================================
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