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- fixed: The sound table could not be reallocated because the low level sound data referenced its contents by pointer.
Update to ZDoom r2113: * Added full stops to more Strife messages. * Change StrifePlayer's RunHealth to 15. * Fixed: DORWS04 should not make a sound when it switches off. * Fixed copy-paste fail for DoorCloseSmallWood. * I guess I can't completely trust Strife1.exe's switch list. Not everything that plays the glass break sound is actually defined with it. * Fixed: The MAPINFO keyword resetinventory only worked when traveling to a redirected map. * Fixed: Two Strife pickup messages were off by one character each. * Fixed: Macil2 and the Oracle need to be immune to SpectralLightningV2 as well as V1, since they are both created by the first-stage Sigil. AlienSpectre3 should have also been immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to is that he can enter his pain state.) * Fixed: Don't color the teleporter beacon's rebels in single player. * Fixed: I forgot to reimplement the number keys for Strife's dialogues when I redid the menus to work with controllers. * Split conversation initiation out of P_UseTraverse() and into a separate function. It no longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife, using P_AimLineAttack() to find something to talk to and includes some slight left and right "autoaim". I can think of a few consequences of this: o Using puzzle items on actors has been restored to its original range of 64. o Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can probably set up situations where you can talk to somebody that you couldn't talk to before because some special line was in the way. o You don't need to stick a guard flush against the wall to block players from using a switch behind them, because now the autoaim will get the player. * Corrected several Strife switches that had the wrong sounds. * Fixed: Action Doom 2 and Harmony IWADs were missing the GI_MAPxx flag. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@716 b0f79afe-0144-0410-b225-9a4edf0717df
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34 changed files with 518 additions and 432 deletions
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@ -2966,40 +2966,47 @@ bool M_Responder (event_t *ev)
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{
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mkey = MKEY_Clear;
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}
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else if (!keyup && !OptionsActive)
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else if (!keyup)
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{
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ch = tolower (ch);
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if (messageToPrint)
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if (OptionsActive)
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{
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// Take care of any messages that need input
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ch = tolower (ch);
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assert(messageRoutine != NULL);
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if (ch != ' ' && ch != 'n' && ch != 'y')
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{
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return false;
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}
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D_RemoveNextCharEvent();
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M_EndMessage(ch);
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return true;
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M_OptResponder(ev);
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}
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else
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{
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// Search for a menu item associated with the pressed key.
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for (i = (itemOn + 1) % currentMenu->numitems;
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i != itemOn;
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i = (i + 1) % currentMenu->numitems)
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ch = tolower (ch);
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if (messageToPrint)
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{
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// Take care of any messages that need input
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ch = tolower (ch);
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assert(messageRoutine != NULL);
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if (ch != ' ' && ch != 'n' && ch != 'y')
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{
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return false;
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}
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D_RemoveNextCharEvent();
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M_EndMessage(ch);
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return true;
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}
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else
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{
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// Search for a menu item associated with the pressed key.
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for (i = (itemOn + 1) % currentMenu->numitems;
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i != itemOn;
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i = (i + 1) % currentMenu->numitems)
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{
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if (currentMenu->menuitems[i].alphaKey == ch)
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{
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break;
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}
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}
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if (currentMenu->menuitems[i].alphaKey == ch)
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{
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break;
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itemOn = i;
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
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return true;
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}
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}
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if (currentMenu->menuitems[i].alphaKey == ch)
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{
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itemOn = i;
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S_Sound(CHAN_VOICE | CHAN_UI, "menu/cursor", 1, ATTN_NONE);
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return true;
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}
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}
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}
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break;
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