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- fixed ESC pressing on Duke's monitors.
This got busted by an update from GZDoom.
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parent
b931a960ed
commit
e75448b56c
3 changed files with 16 additions and 7 deletions
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@ -44,8 +44,6 @@
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#include "gamestate.h"
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#include "i_interface.h"
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bool G_Responder(event_t* ev);
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int eventhead;
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int eventtail;
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event_t events[MAXEVENTS];
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@ -86,12 +84,16 @@ void D_ProcessEvents (void)
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if (ev->type == EV_DeviceChange)
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UpdateJoystickMenu(I_UpdateDeviceList());
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if (gamestate != GS_INTRO) // GS_INTRO blocks the UI.
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// allow the game to intercept Escape before dispatching it.
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if (ev->type != EV_KeyDown || ev->data1 != KEY_ESCAPE || !sysCallbacks.WantEscape())
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{
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if (C_Responder(ev))
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continue; // console ate the event
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if (M_Responder(ev))
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continue; // menu ate the event
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if (gamestate != GS_INTRO) // GS_INTRO blocks the UI.
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{
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if (C_Responder(ev))
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continue; // console ate the event
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if (M_Responder(ev))
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continue; // menu ate the event
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}
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}
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if (sysCallbacks.G_Responder(ev) && ev->type == EV_KeyDown) keywasdown.Set(ev->data1);
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@ -46,6 +46,7 @@ struct SystemCallbacks
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void (*LanguageChanged)(const char*);
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bool (*OkForLocalization)(FTextureID, const char*);
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FConfigFile* (*GetConfig)();
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bool (*WantEscape)();
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};
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extern SystemCallbacks sysCallbacks;
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@ -543,6 +543,11 @@ static void System_SetTransition(int type)
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nextwipe = type;
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}
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bool WantEscape()
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{
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return gi->WantEscape();
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}
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void I_StartupJoysticks();
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@ -592,6 +597,7 @@ int GameMain()
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nullptr,
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nullptr,
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[]() ->FConfigFile* { return GameConfig; },
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WantEscape,
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};
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try
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