Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)
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@ -8,6 +8,7 @@ main/game.c: Use game_init_render_buffers for editor (for now), fixing crash
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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
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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
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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
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ui/window.c: Put event_process() in ui_mega_process(), hopefully getting editor to (mostly) work (not on Mac yet)
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20101211
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--------
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@ -20,6 +20,8 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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#include <stdlib.h>
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#include <stdio.h>
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#include <stdarg.h>
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#include "window.h"
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#include "u_mem.h"
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#include "fix.h"
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#include "pstypes.h"
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@ -339,6 +341,8 @@ void ui_mega_process()
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int mx, my, mz;
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unsigned char k;
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event_process();
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switch( Record )
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{
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case 0:
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