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- 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
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19 changed files with 181 additions and 116 deletions
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@ -2874,45 +2874,49 @@ bool M_Responder (event_t *ev)
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}
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return true;
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}
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if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyUp)
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ch = ev->data1;
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if ((ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) &&
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ch == '\b')
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{
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ch = ev->data1;
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if (genStringEnter)
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if (saveCharIndex > 0)
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{
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switch (ch)
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{
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case '\b':
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if (saveCharIndex > 0)
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{
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saveCharIndex--;
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savegamestring[saveCharIndex] = 0;
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}
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break;
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case GK_ESCAPE:
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genStringEnter = 0;
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genStringCancel (); // [RH] Function to call when escape is pressed
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break;
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case '\r':
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if (savegamestring[0])
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{
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genStringEnter = 0;
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if (messageToPrint)
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M_ClearMenus ();
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genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
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}
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break;
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}
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return true;
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saveCharIndex--;
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savegamestring[saveCharIndex] = 0;
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}
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}
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else if (ev->subtype == EV_GUI_KeyDown)
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{
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if (ch == GK_ESCAPE)
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{
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genStringEnter = 0;
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genStringCancel(); // [RH] Function to call when escape is pressed
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}
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else if (ch == '\r')
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{
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if (savegamestring[0])
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{
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genStringEnter = 0;
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if (messageToPrint)
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M_ClearMenus ();
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genStringEnd (SelSaveGame); // [RH] Function to call when enter is pressed
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}
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}
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}
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if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat)
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{
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return true;
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}
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}
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if (ev->subtype != EV_GUI_KeyDown && ev->subtype != EV_GUI_KeyUp)
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{
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return false;
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}
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if (ev->subtype == EV_GUI_KeyRepeat)
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{
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// We do our own key repeat handling but still want to eat the
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// OS's repeated keys.
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return true;
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}
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ch = ev->data1;
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keyup = ev->subtype == EV_GUI_KeyUp;
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if (messageToPrint && messageRoutine == NULL)
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