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- fixed: The newly accelerated mousewheel scrolling code did not check for the end of the list and could scroll one item too far. It also incremented VisBottom by 3 instead of 2.
- changed lock failsound lookup so that for each sound it tries to resolve it as a player sound before deciding if it is valid. SVN r2830 (trunk)
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parent
c4c69df6dc
commit
e1de9f0633
2 changed files with 16 additions and 5 deletions
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@ -451,11 +451,15 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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{
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{
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if (failsound[i] != 0)
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if (failsound[i] != 0)
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{
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{
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S_Sound (owner, CHAN_VOICE, failsound[i], 1, ATTN_NORM);
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int snd = S_FindSkinnedSound(owner, failsound[i]);
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if (snd != 0)
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{
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S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM);
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break;
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break;
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}
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}
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}
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}
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}
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}
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}
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return false;
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return false;
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}
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}
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@ -145,11 +145,18 @@ bool DOptionMenu::Responder (event_t *ev)
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else if (ev->subtype == EV_GUI_WheelDown)
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else if (ev->subtype == EV_GUI_WheelDown)
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{
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{
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if (CanScrollDown)
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if (CanScrollDown)
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{
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if (VisBottom < (int)(mDesc->mItems.Size()-2))
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{
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{
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mDesc->mScrollPos += 2;
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mDesc->mScrollPos += 2;
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VisBottom += 2;
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VisBottom += 2;
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}
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else
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{
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mDesc->mScrollPos++;
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VisBottom++;
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VisBottom++;
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}
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}
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}
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return true;
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return true;
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}
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}
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}
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}
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