- 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

@ -451,8 +451,12 @@ 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]);
break; if (snd != 0)
{
S_Sound (owner, CHAN_VOICE, snd, 1, ATTN_NORM);
break;
}
} }
} }
} }

View file

@ -146,9 +146,16 @@ bool DOptionMenu::Responder (event_t *ev)
{ {
if (CanScrollDown) if (CanScrollDown)
{ {
mDesc->mScrollPos += 2; if (VisBottom < (int)(mDesc->mItems.Size()-2))
VisBottom += 2; {
VisBottom++; mDesc->mScrollPos += 2;
VisBottom += 2;
}
else
{
mDesc->mScrollPos++;
VisBottom++;
}
} }
return true; return true;
} }