- 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)
This commit is contained in:
Randy Heit 2007-12-09 03:40:02 +00:00
commit 6a00173a12
9 changed files with 96 additions and 29 deletions

View file

@ -1733,7 +1733,7 @@ void M_VerifyNightmare (int ch)
{
gamestate = GS_HIDECONSOLE;
gameaction = ga_newgame;
}
}
M_ClearMenus ();
}
@ -2716,6 +2716,10 @@ bool M_Responder (event_t *ev)
}
return true;
}
else if (ev->subtype == EV_GUI_Char && messageToPrint && messageNeedsInput)
{
ch = ev->data1;
}
}
if (OptionsActive && !chatmodeon)
@ -2763,10 +2767,23 @@ bool M_Responder (event_t *ev)
if (messageToPrint)
{
ch = tolower (ch);
if (messageNeedsInput &&
ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
if (messageNeedsInput)
{
return false;
// For each printable keystroke, both EV_GUI_KeyDown and
// EV_GUI_Char will be generated, in that order. If we close
// the menu after the first event arrives and the fullscreen
// console is up, the console will get the EV_GUI_Char event
// next. Therefore, the message input should only respond to
// EV_GUI_Char events (sans Escape, which only generates
// EV_GUI_KeyDown.)
if (ev->subtype != EV_GUI_Char && ch != GK_ESCAPE)
{
return false;
}
if (ch != ' ' && ch != 'n' && ch != 'y' && ch != GK_ESCAPE)
{
return false;
}
}
menuactive = messageLastMenuActive;