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- Fixed: The user could interact with the conversation menu during demo playback and mess up the
demo. - Fixed: The conversation menu stayed up during demo playback even after the conversation was over. SVN r3419 (trunk)
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@ -809,6 +809,15 @@ public:
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bool MenuEvent(int mkey, bool fromcontroller)
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{
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if (demoplayback)
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{ // During demo playback, don't let the user do anything besides close this menu.
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if (mkey == MKEY_Back)
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{
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Close();
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return true;
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}
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return false;
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}
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if (mkey == MKEY_Up)
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{
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if (--mSelection < 0) mSelection = mResponses.Size() - 1;
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@ -894,6 +903,10 @@ public:
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bool Responder(event_t *ev)
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{
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if (demoplayback)
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{ // No interaction during demo playback
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return false;
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}
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if (ev->type == EV_GUI_Event && ev->subtype == EV_GUI_Char && ev->data1 >= '0' && ev->data1 <= '9')
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{ // Activate an item of type numberedmore (dialogue only)
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mSelection = ev->data1 == '0' ? 9 : ev->data1 - '1';
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@ -1401,6 +1414,13 @@ void P_ConversationCommand (int netcode, int pnum, BYTE **stream)
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{
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player_t *player = &players[pnum];
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// The conversation menus are normally closed by the menu code, but that
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// doesn't happen during demo playback, so we need to do it here.
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if (demoplayback && DMenu::CurrentMenu != NULL &&
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DMenu::CurrentMenu->IsKindOf(RUNTIME_CLASS(DConversationMenu)))
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{
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DMenu::CurrentMenu->Close();
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}
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if (netcode == DEM_CONVREPLY)
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{
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int nodenum = ReadWord(stream);
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