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- Bug 5034 - q3_ui: fill whole screen and allow cursor to move to edge in widescreen, by Zack Middleton
Check if uivm is loaded before using it Patch adds a check for uivm before using it, fixes running dedicated server using client binary. Missing uivm check pointed out by Ensiform. - Bug 5049 - TA UI forces overstrike mode on when focusing an edit box, by Ensiform - Bug 5052 - Missing podium timer initialization, by Eugene C.
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3 changed files with 4 additions and 3 deletions
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@ -484,7 +484,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
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re.BeginFrame( stereoFrame );
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uiFullscreen = VM_Call( uivm, UI_IS_FULLSCREEN );
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uiFullscreen = (uivm && VM_Call( uivm, UI_IS_FULLSCREEN ));
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// wide aspect ratio screens need to have the sides cleared
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// unless they are displaying game renderings
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@ -995,6 +995,9 @@ UI_ConsoleCommand
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qboolean UI_ConsoleCommand( int realTime ) {
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char *cmd;
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uis.frametime = realTime - uis.realtime;
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uis.realtime = realTime;
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cmd = UI_Argv( 0 );
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// ensure minimum menu data is available
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@ -2701,7 +2701,6 @@ void Menu_HandleKey(menuDef_t *menu, int key, qboolean down) {
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item->cursorPos = 0;
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g_editingField = qtrue;
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g_editItem = item;
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DC->setOverstrikeMode(qtrue);
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}
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} else {
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if (Rect_ContainsPoint(&item->window.rect, DC->cursorx, DC->cursory)) {
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@ -2739,7 +2738,6 @@ void Menu_HandleKey(menuDef_t *menu, int key, qboolean down) {
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item->cursorPos = 0;
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g_editingField = qtrue;
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g_editItem = item;
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DC->setOverstrikeMode(qtrue);
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} else {
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Item_Action(item);
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}
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