- Update to ZDoom r1776:

- Fixed: The first lighting plane added to a light stack had the bOverlaps
  flag set, causing it to be ignored during rendering. Why this didn't cause
  more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
  TranslucentLine to P_FinishLoadingLineDef().
- Fixed: genStringEnter mode acted on key up events rather than key repeat
  events.
- Fixed: paletted texture composition with part translucent patches
  did not work.
- Fixed: A_SorcOffense2 depended on args being bytes and overflowing.
- Fixed: Even though P_DamageMobj checked an attack's originator
  for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
  called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
  the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
  players.
- Fixed: The pause sprite was not centered correctly when it was a scaled
  graphic.
- Fixed: P_TestMobjZ() needs THRUSPECIES and THRUACTORS checks, too.
- Fixed: The UDMF loader did not initialize the sectors' sectornum property.
- Fixed: The true color texture compositing code did not clip the edges
  of multipatch textures used as patches on other multipatch textures.




git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@425 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-08-29 18:16:02 +00:00
parent 6bb60f6e0b
commit 82a658fbfe
19 changed files with 181 additions and 116 deletions

View file

@ -2874,45 +2874,49 @@ bool M_Responder (event_t *ev)
}
return true;
}
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyUp)
ch = ev->data1;
if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) &&
ch == '\b')
{
ch = ev->data1;
if (genStringEnter)
if (saveCharIndex > 0)
{
switch (ch)
{
case '\b':
if (saveCharIndex > 0)
{
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
break;
case GK_ESCAPE:
genStringEnter = 0;
genStringCancel (); // [RH] Function to call when escape is pressed
break;
case '\r':
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
break;
}
return true;
saveCharIndex--;
savegamestring[saveCharIndex] = 0;
}
}
else if (ev->subtype == EV_GUI_KeyDown)
{
if (ch == GK_ESCAPE)
{
genStringEnter = 0;
genStringCancel(); // [RH] Function to call when escape is pressed
}
else if (ch == '\r')
{
if (savegamestring[0])
{
genStringEnter = 0;
if (messageToPrint)
M_ClearMenus ();
genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
}
}
}
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
{
return true;
}
}
if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp)
{
return false;
}
if (ev->subtype == EV_GUI_KeyRepeat)
{
// We do our own key repeat handling but still want to eat the
// OS's repeated keys.
return true;
}
ch = ev->data1;
keyup = ev->subtype == EV_GUI_KeyUp;
if (messageToPrint && messageRoutine == NULL)