Block Demolitionist Menu and keyboard cheats while paused.
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764690b988
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3 changed files with 15 additions and 7 deletions
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@ -11,7 +11,7 @@ extend Class SWWMHandler
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// doing it with an event because this way we can control WHEN it should be openable
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if ( e.Name ~== "swwmdemomenu" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') || paused )
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return;
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if ( !(Menu.GetCurrentMenu() is 'DemolitionistMenu') )
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Menu.SetMenu('DemolitionistMenu');
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@ -572,6 +572,14 @@ extend Class SWWMHandler
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override bool InputProcess( InputEvent e )
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{
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if ( e.Type != InputEvent.TYPE_KeyDown ) return false;
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// block invprev/next inputs when paused
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if ( paused )
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{
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String cmd = Bindings.GetBinding(e.KeyScan);
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if ( (cmd ~== "invprev") || (cmd ~== "invnext") ) return true;
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// skip the rest of this function
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return false;
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}
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// F
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if ( e.KeyChar == 0x66 )
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{
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@ -590,7 +598,7 @@ extend Class SWWMHandler
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}
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}
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// cheats
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if ( (e.KeyChar >= 0x61) && (e.KeyChar <= 0x7A) )
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if ( (e.KeyChar >= 0x61) && (e.KeyChar <= 0x7A) && !paused )
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{
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if ( CheatInput(e) )
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return true;
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@ -146,9 +146,9 @@ Class DemolitionistMenu : GenericMenu
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{
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Super.Init(parent);
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Animated = DontDim = DontBlur = true;
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// can't open this menu outside of the game or if dead
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// can't open this menu outside of the game, if dead, or if the game is currently paused
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// also can't if you're not the Demolitionist
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') || paused )
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{
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animtimer = -1.;
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isclosing = true;
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@ -316,7 +316,7 @@ Class DemolitionistMenu : GenericMenu
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MenuSound("menu/democlose");
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isclosing = true;
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}
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if ( (gamestate != GS_LEVEL) || (isclosing && (animtimer <= 0.)) )
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if ( (gamestate != GS_LEVEL) || paused || (isclosing && (animtimer <= 0.)) )
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{
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// ded (or force close)
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DoClose();
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