- Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab

the mouse.
- Fixed an old Doom bug: Firing the chaingun with only one bullet still made
  it play its sound twice.


SVN r471 (trunk)
This commit is contained in:
Randy Heit 2007-01-31 00:52:33 +00:00
parent 095b11bc36
commit 0b7b527ac2
3 changed files with 7 additions and 1 deletions

View file

@ -1,4 +1,8 @@
January 30, 2007
- Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab
the mouse.
- Fixed an old Doom bug: Firing the chaingun with only one bullet still made
it play its sound twice.
- Added an operator += for FString that takes an FName as input, since GCC
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need

View file

@ -595,7 +595,6 @@ void A_FireCGun (AActor *actor)
{
return;
}
S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
AWeapon *weapon = player->ReadyWeapon;
if (weapon != NULL)
@ -603,6 +602,8 @@ void A_FireCGun (AActor *actor)
if (!weapon->DepleteAmmo (weapon->bAltFire))
return;
S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
FState *flash = weapon->FindState(NAME_Flash);
if (flash != NULL)
{

View file

@ -651,6 +651,7 @@ void RestoreConView()
SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)LConProc);
ShowWindow (ConWindow, SW_SHOW);
ShowWindow (GameTitleWindow, SW_SHOW);
I_ShutdownInput (); // Make sure the mouse pointer is available.
// Make sure the progress bar isn't visible.
if (ST_Done != NULL)
{