Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)

This commit is contained in:
Chris Taylor 2010-12-22 22:13:33 +08:00
parent 2effee8a4f
commit da06d9889e
2 changed files with 5 additions and 0 deletions

View file

@ -8,6 +8,7 @@ main/game.c: Use game_init_render_buffers for editor (for now), fixing crash
main/collide.c, main/object.c, main/object.h, main/state.c: added hitobj_list to struct laser_info to get a bit cleaner code
main/multi.h, main/net_udp.c, main/net_udp.h: in IPv6 builds also send regular broadcast packets to get games found via LAN between IPv4 clients/systems and IPv6 clients/systems; rather than identifying (lite_info) games via IP use randomly generated GameID and game name to prevent duplicated coming from IPv6 builds
main/gamecntl.c, main/net_udp.c: Fix warning for deliberate GameTime64 wrap; uncomment multi_object_to_object_rw and multi_object_rw_to_object prototypes
ui/window.c: Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)
20101211
--------

View file

@ -20,6 +20,8 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
#include <stdlib.h>
#include <stdio.h>
#include <stdarg.h>
#include "window.h"
#include "u_mem.h"
#include "fix.h"
#include "pstypes.h"
@ -339,6 +341,8 @@ void ui_mega_process()
int mx, my, mz;
unsigned char k;
event_process();
switch( Record )
{
case 0: