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- final fixes for Blood's and Duke Nukem's menus.
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a0fe7f4048
commit
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14 changed files with 77 additions and 33 deletions
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@ -498,7 +498,7 @@ bool M_SetMenu(FName menu, int param, FName caller)
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case NAME_EndgameMenu:
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// This is no separate class
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C_DoCommand("memnu_endgame");
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C_DoCommand("menu_endgame");
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return true;
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}
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@ -806,7 +806,7 @@ bool M_DoResponder (event_t *ev)
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bool M_Responder(event_t* ev)
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{
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// delayed deletion, so that self-deleting menus don't crash if they are getting accesses after being closed.
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// delayed deletion, so that self-deleting menus don't crash if they are getting accessed after being closed.
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auto res = M_DoResponder(ev);
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for (auto p : toDelete) delete p;
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toDelete.Clear();
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@ -827,6 +827,7 @@ void M_Ticker (void)
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{
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D_ProcessEvents(); // The main loop is blocked when the menu is open and cannot dispatch the events.
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if (transition.previous) transition.previous->Ticker();
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if (DMenu::CurrentMenu == nullptr) return; // In case one of the sub-screens has closed the menu.
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DMenu::CurrentMenu->Ticker();
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for (int i = 0; i < NUM_MKEYS; ++i)
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