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- fixed Exhumed's ingame menu.
The bad setup here didn't let the menu's exit action pass to the game code, it still needed ugly workarounds.
This commit is contained in:
parent
2e8ace603b
commit
12af524dcc
3 changed files with 28 additions and 8 deletions
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@ -838,8 +838,18 @@ bool M_DoResponder (event_t *ev)
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bool M_Responder(event_t* ev)
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bool M_Responder(event_t* ev)
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{
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{
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bool res = false;
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// delayed deletion, so that self-deleting menus don't crash if they are getting accessed after being closed.
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// delayed deletion, so that self-deleting menus don't crash if they are getting accessed after being closed.
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auto res = M_DoResponder(ev);
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try
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{
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res = M_DoResponder(ev);
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}
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catch (...)
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{
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for (auto p : toDelete) delete p;
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toDelete.Clear();
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throw;
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}
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for (auto p : toDelete) delete p;
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for (auto p : toDelete) delete p;
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toDelete.Clear();
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toDelete.Clear();
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return res;
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return res;
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@ -42,11 +42,9 @@ int handle1;
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int MenuExitCondition;
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int MenuExitCondition;
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int MenuStartCondition;
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int menu_Menu(int nVal)
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int menu_Menu(int nVal)
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{
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{
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MenuStartCondition = nVal;
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MenuExitCondition = -2;
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MenuExitCondition = -2;
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M_StartControlPanel(false);
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M_StartControlPanel(false);
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M_SetMenu(NAME_MainMenu);
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M_SetMenu(NAME_MainMenu);
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@ -70,7 +68,9 @@ int menu_Menu(int nVal)
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videoNextPage();
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videoNextPage();
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}
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}
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return MenuExitCondition;
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int me = MenuExitCondition;
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MenuExitCondition = -2;
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return me;
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}
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}
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@ -107,7 +107,13 @@ class PSMainMenu : public DListMenu
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void PreDraw() override
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void PreDraw() override
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{
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{
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if (mDesc->mMenuName == NAME_MainMenu)
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menu_DoPlasma();
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menu_DoPlasma();
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else
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{
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auto nLogoTile = EXHUMED ? kExhumedLogo : kPowerslaveLogo;
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overwritesprite(160, 40, nLogoTile, 32, 3, kPalNormal);
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}
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}
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}
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};
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};
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@ -822,9 +822,12 @@ void timerhandler()
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}
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}
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}
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}
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extern int MenuExitCondition;
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void HandleAsync()
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void HandleAsync()
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{
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{
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MenuExitCondition = -2;
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handleevents();
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handleevents();
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}
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}
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int MyGetStringWidth(const char *str)
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int MyGetStringWidth(const char *str)
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@ -2357,12 +2360,12 @@ GAMELOOP:
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}
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}
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if (!bInDemo)
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if (!bInDemo)
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{
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{
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if (inputState.GetKeyStatus(sc_Escape))
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nMenu = MenuExitCondition;
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if (nMenu != -2)
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{
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{
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inputState.ClearKeyStatus(sc_Escape);
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MenuExitCondition = -2;
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// MENU2:
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// MENU2:
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bInMove = kTrue;
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bInMove = kTrue;
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nMenu = menu_Menu(1);
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switch (nMenu)
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switch (nMenu)
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{
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{
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@ -2379,6 +2382,7 @@ GAMELOOP:
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goto LOOP2;
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goto LOOP2;
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case 3:
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case 3:
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forcelevel = 0;
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goto STARTGAME2;
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goto STARTGAME2;
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case 6:
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case 6:
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goto GAMELOOP;
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goto GAMELOOP;
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