From 0b7b527ac2fd5714a2a8b0d93d1c16c8025d8f26 Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Wed, 31 Jan 2007 00:52:33 +0000 Subject: [PATCH] - Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab the mouse. - Fixed an old Doom bug: Firing the chaingun with only one bullet still made it play its sound twice. SVN r471 (trunk) --- docs/rh-log.txt | 4 ++++ src/g_doom/a_doomweaps.cpp | 3 ++- src/win32/i_main.cpp | 1 + 3 files changed, 7 insertions(+), 1 deletion(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 940ef2ac8..c96a50fc3 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,8 @@ January 30, 2007 +- Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab + the mouse. +- Fixed an old Doom bug: Firing the chaingun with only one bullet still made + it play its sound twice. - Added an operator += for FString that takes an FName as input, since GCC is unable to synthesize one. - Converted xlatcc to use lemon during its build process. Now you don't need diff --git a/src/g_doom/a_doomweaps.cpp b/src/g_doom/a_doomweaps.cpp index 393780021..78eed67be 100644 --- a/src/g_doom/a_doomweaps.cpp +++ b/src/g_doom/a_doomweaps.cpp @@ -595,7 +595,6 @@ void A_FireCGun (AActor *actor) { return; } - S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); AWeapon *weapon = player->ReadyWeapon; if (weapon != NULL) @@ -603,6 +602,8 @@ void A_FireCGun (AActor *actor) if (!weapon->DepleteAmmo (weapon->bAltFire)) return; + S_Sound (actor, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM); + FState *flash = weapon->FindState(NAME_Flash); if (flash != NULL) { diff --git a/src/win32/i_main.cpp b/src/win32/i_main.cpp index 3823395fb..dcddd4829 100644 --- a/src/win32/i_main.cpp +++ b/src/win32/i_main.cpp @@ -651,6 +651,7 @@ void RestoreConView() SetWindowLongPtr (Window, GWLP_WNDPROC, (WLONG_PTR)LConProc); ShowWindow (ConWindow, SW_SHOW); ShowWindow (GameTitleWindow, SW_SHOW); + I_ShutdownInput (); // Make sure the mouse pointer is available. // Make sure the progress bar isn't visible. if (ST_Done != NULL) {