Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
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@ -5,6 +5,7 @@ D1X-Rebirth Changelog
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main/gamesave.c: Fix crash when loading a level in the editor
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main/gamesave.c: Fix crash when loading a level in the editor
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editor/segment.c, include/editor/editor.h, main/gamesave.c: Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.c
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editor/segment.c, include/editor/editor.h, main/gamesave.c: Set Gamesave_current_version to correct version when making a new mine, move create_new_mine to gamesave.c
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main/gamesave.c: Don't bother generating a game text file (.txm) every time a level is loaded, even if the EDITOR is compiled. Just when a level is saved
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main/gamesave.c: Don't bother generating a game text file (.txm) every time a level is loaded, even if the EDITOR is compiled. Just when a level is saved
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editor/med.c, main/game.c, main/gamecntl.c: Delete-E while playing a level now works properly - it closes Game_wind and sets Cursegp if necessary when going to the editor
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20120412
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20120412
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--------
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--------
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@ -399,6 +399,9 @@ void init_editor()
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menubar_init( "MED.MNU" );
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menubar_init( "MED.MNU" );
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Draw_all_segments = 1; // Say draw all segments, not just connected ones
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Draw_all_segments = 1; // Say draw all segments, not just connected ones
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if (!Cursegp)
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Cursegp = &Segments[0];
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init_autosave();
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init_autosave();
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@ -1052,7 +1052,10 @@ int game_handler(window *wind, d_event *event, void *data)
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game_disable_cheats();
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game_disable_cheats();
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Game_mode = GM_GAME_OVER;
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Game_mode = GM_GAME_OVER;
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show_menus();
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#ifdef EDITOR
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if (!EditorWindow) // have to do it this way because of the necessary longjmp. Yuck.
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#endif
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show_menus();
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Game_wind = NULL;
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Game_wind = NULL;
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event_toggle_focus(0);
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event_toggle_focus(0);
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key_toggle_repeat(1);
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key_toggle_repeat(1);
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@ -822,10 +822,8 @@ int HandleTestKey(int key)
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#ifdef EDITOR //editor-specific functions
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#ifdef EDITOR //editor-specific functions
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case KEY_E + KEY_DEBUGGED:
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case KEY_E + KEY_DEBUGGED:
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#ifdef NETWORK
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multi_leave_game();
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#endif
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init_editor();
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init_editor();
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window_close(Game_wind);
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break;
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break;
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case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
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case KEY_C + KEY_SHIFTED + KEY_DEBUGGED:
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if (!Player_is_dead && !( Game_mode & GM_MULTI ))
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if (!Player_is_dead && !( Game_mode & GM_MULTI ))
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