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- 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)
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3 changed files with 7 additions and 1 deletions
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@ -1,4 +1,8 @@
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January 30, 2007
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- Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab
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the mouse.
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- Fixed an old Doom bug: Firing the chaingun with only one bullet still made
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it play its sound twice.
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- Added an operator += for FString that takes an FName as input, since GCC
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is unable to synthesize one.
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- Converted xlatcc to use lemon during its build process. Now you don't need
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@ -595,7 +595,6 @@ void A_FireCGun (AActor *actor)
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{
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return;
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}
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S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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AWeapon *weapon = player->ReadyWeapon;
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if (weapon != NULL)
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@ -603,6 +602,8 @@ void A_FireCGun (AActor *actor)
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return;
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S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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FState *flash = weapon->FindState(NAME_Flash);
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if (flash != NULL)
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{
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@ -651,6 +651,7 @@ void RestoreConView()
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SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)LConProc);
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ShowWindow (ConWindow, SW_SHOW);
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ShowWindow (GameTitleWindow, SW_SHOW);
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I_ShutdownInput (); // Make sure the mouse pointer is available.
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// Make sure the progress bar isn't visible.
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if (ST_Done != NULL)
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{
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