Just in case, don't send useless mouse move events to G_Responder.

This commit is contained in:
ZZYZX 2017-03-07 10:43:30 +02:00 committed by Christoph Oelckers
parent 2e0eb742eb
commit a681b5b706

View file

@ -260,7 +260,7 @@ static int pagetic;
// [ZZ] this handles the mouse changes in the playsim.
// I have no idea why it had to be done before events are dispatched... also no idea why is this not in G_Responder or something.
static void D_ProcessMouseForPlaysim(event_t *ev)
static bool D_ProcessMouseForPlaysim(event_t *ev)
{
//if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_CheckUiProcessors())
if (ev->type == EV_Mouse && !paused) // [ZZ] the other checks are replaced with responders eating the event.
@ -280,9 +280,11 @@ static void D_ProcessMouseForPlaysim(event_t *ev)
}
if ((events[eventhead].x | events[eventhead].y) == 0)
{
return;
return false;
}
}
return true;
}
void D_ProcessEvents (void)
@ -318,8 +320,8 @@ void D_ProcessEvents (void)
if (E_Responder(ev)) // [ZZ] ZScript ate the event
continue;
// before passing this further, do some magic
D_ProcessMouseForPlaysim(ev);
G_Responder (ev);
if (D_ProcessMouseForPlaysim(ev))
G_Responder (ev);
}
}