- Fixed: SECSPAC_EyesSurface and SECSPAC_EyesDive did not trigger due to
crouching motion. - Fixed: The keypress for nightmare mode verification appeared in the console if the fullscreen console was open while using the menu. - Added support for scaling down large console fonts in the customize controls menu. - Fixed: Joining a negative team was possible. SVN r590 (trunk)
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1225071f78
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6a00173a12
9 changed files with 96 additions and 29 deletions
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@ -1733,7 +1733,7 @@ void M_VerifyNightmare (int ch)
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{
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gamestate = GS_HIDECONSOLE;
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gameaction = ga_newgame;
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}
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}
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M_ClearMenus ();
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}
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@ -2716,6 +2716,10 @@ bool M_Responder (event_t *ev)
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}
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return true;
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}
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else if (ev->subtype == EV_GUI_Char && messageToPrint && messageNeedsInput)
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{
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ch = ev->data1;
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}
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}
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if (OptionsActive && !chatmodeon)
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@ -2763,10 +2767,23 @@ bool M_Responder (event_t *ev)
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if (messageToPrint)
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{
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ch = tolower (ch);
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if (messageNeedsInput &&
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ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
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if (messageNeedsInput)
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{
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return false;
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// For each printable keystroke, both EV_GUI_KeyDown and
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// EV_GUI_Char will be generated, in that order. If we close
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// the menu after the first event arrives and the fullscreen
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// console is up, the console will get the EV_GUI_Char event
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// next. Therefore, the message input should only respond to
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// EV_GUI_Char events (sans Escape, which only generates
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// EV_GUI_KeyDown.)
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if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
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{
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return false;
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}
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if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
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{
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return false;
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}
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}
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menuactive = messageLastMenuActive;
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