Restricts which keys will trigger a fadeout from SuperMelee summary
Incidentally fixes bug #547. The related bug #455 is still live. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2113 8092fc87-c524-0410-9efc-e669fe64eaf9
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@@ -1,4 +1,6 @@
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Changes towards version 0.5:
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Changes towards version 0.5:
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- Only SELECT and CANCEL trigger the fade-to-black at the end of a
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Super Melee, solving the issue in bug #547 - Michael
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- Admiral ZEX is no longer referred to as "Commander" or "Zex" (bug
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- Admiral ZEX is no longer referred to as "Commander" or "Zex" (bug
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#811) - Michael
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#811) - Michael
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- Keypress status is not reset when entering battle mode (solves
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- Keypress status is not reset when entering battle mode (solves
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@@ -299,18 +299,19 @@ GetMeleeStarShip (STARSHIPPTR LastStarShipPtr, COUNT which_player)
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SetContext (OldContext);
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SetContext (OldContext);
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UnlockMutex (GraphicsLock);
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UnlockMutex (GraphicsLock);
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PressState = AnyButtonPress (TRUE);
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PressState = PulsedInputState.key[KEY_MENU_SELECT] || PulsedInputState.key[KEY_MENU_CANCEL];
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do
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do
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{
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{
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ButtonState = AnyButtonPress (TRUE);
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UpdateInputState ();
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ButtonState = PulsedInputState.key[KEY_MENU_SELECT] || PulsedInputState.key[KEY_MENU_CANCEL];
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if (PressState)
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if (PressState)
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{
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{
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PressState = ButtonState;
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PressState = ButtonState;
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ButtonState = FALSE;
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ButtonState = FALSE;
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}
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}
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} while (!ButtonState
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} while (!(GLOBAL (CurrentActivity) & CHECK_ABORT) && (!ButtonState
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&& (!(PlayerControl[0] & PlayerControl[1] & PSYTRON_CONTROL)
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&& (!(PlayerControl[0] & PlayerControl[1] & PSYTRON_CONTROL)
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|| (TaskSwitch (), GetTimeCounter ()) < TimeOut));
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|| (TaskSwitch (), GetTimeCounter ()) < TimeOut)));
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LockMutex (GraphicsLock);
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LockMutex (GraphicsLock);
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