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Fix softlocks surrounding chat input changes
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add76b17aa
commit
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2 changed files with 5 additions and 1 deletions
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@ -1098,7 +1098,7 @@ void M_UpdateMenuCMD(UINT8 i, boolean bailrequired, boolean chat_open)
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menucmd[i].buttons = 0;
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menucmd[i].buttons = 0;
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// Eat inputs made when chat is open
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// Eat inputs made when chat is open
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if (chat_open)
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if (chat_open && pausemenu.closing)
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return;
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return;
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if (G_PlayerInputDown(i, gc_screenshot, mp)) { menucmd[i].buttons |= MBT_SCREENSHOT; }
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if (G_PlayerInputDown(i, gc_screenshot, mp)) { menucmd[i].buttons |= MBT_SCREENSHOT; }
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@ -15,6 +15,7 @@
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#include "../../d_netcmd.h"
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#include "../../d_netcmd.h"
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#include "../../i_time.h"
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#include "../../i_time.h"
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#include "../../k_menu.h"
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#include "../../k_menu.h"
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#include "../../hu_stuff.h"
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#include "../../k_grandprix.h" // K_CanChangeRules
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#include "../../k_grandprix.h" // K_CanChangeRules
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#include "../../m_cond.h"
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#include "../../m_cond.h"
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#include "../../s_sound.h"
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#include "../../s_sound.h"
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@ -125,6 +126,9 @@ void M_OpenPauseMenu(void)
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pausemenu.openoffset.dist = 0;
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pausemenu.openoffset.dist = 0;
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pausemenu.closing = false;
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pausemenu.closing = false;
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// Fix specific input error regarding closing netgame chat with escape while a controller is connected (only on Windows?)
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chat_keydown = false;
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itemOn = currentMenu->lastOn = mpause_continue; // Make sure we select "RESUME GAME" by default
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itemOn = currentMenu->lastOn = mpause_continue; // Make sure we select "RESUME GAME" by default
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// Now the hilarious balancing act of deciding what options should be enabled and which ones shouldn't be!
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// Now the hilarious balancing act of deciding what options should be enabled and which ones shouldn't be!
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