- 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)
This commit is contained in:
Christoph Oelckers 2010-09-19 06:34:15 +00:00
parent c4c69df6dc
commit e1de9f0633
2 changed files with 16 additions and 5 deletions

View file

@ -451,11 +451,15 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
{ {
if (failsound[i] != 0) if (failsound[i] != 0)
{ {
S_Sound (owner, CHAN_VOICE, failsound[i], 1, ATTN_NORM); int snd = S_FindSkinnedSound(owner, failsound[i]);
if (snd != 0)
{
S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM);
break; break;
} }
} }
} }
}
return false; return false;
} }

View file

@ -145,11 +145,18 @@ bool DOptionMenu::Responder (event_t *ev)
else if (ev->subtype == EV_GUI_WheelDown) else if (ev->subtype == EV_GUI_WheelDown)
{ {
if (CanScrollDown) if (CanScrollDown)
{
if (VisBottom < (int)(mDesc->mItems.Size()-2))
{ {
mDesc->mScrollPos += 2; mDesc->mScrollPos += 2;
VisBottom += 2; VisBottom += 2;
}
else
{
mDesc->mScrollPos++;
VisBottom++; VisBottom++;
} }
}
return true; return true;
} }
} }