]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - keys.c
don't bother calling Collision_ValidateBrush when creating box brushes
[xonotic/darkplaces.git] / keys.c
diff --git a/keys.c b/keys.c
index e0177edbb5fd7f051f2afaa52c09563102868379..9915313ea7c6e17e90991cfdaf49e19e7d121e00 100644 (file)
--- a/keys.c
+++ b/keys.c
@@ -712,7 +712,7 @@ Key_Console (int key, int unicode)
                else if(keydown[K_SHIFT]) // move cursor to the previous character ignoring colors
                {
                        int             pos;
-                       size_t          inchar;
+                       size_t          inchar = 0;
                        pos = u8_prevbyte(key_line, key_linepos);
                        while (pos)
                                if(pos-1 > 0 && key_line[pos-1] == STRING_COLOR_TAG && isdigit(key_line[pos]))
@@ -1492,7 +1492,7 @@ Key_Event (int key, int ascii, qboolean down)
                                        if(key_consoleactive & KEY_CONSOLEACTIVE_FORCED)
                                        {
                                                key_consoleactive &= ~KEY_CONSOLEACTIVE_USER;
-                                               MR_ToggleMenu_f ();
+                                               MR_ToggleMenu(1);
                                        }
                                        else
                                                Con_ToggleConsole_f();
@@ -1513,7 +1513,7 @@ Key_Event (int key, int ascii, qboolean down)
                                // csqc has priority over toggle menu if it wants to (e.g. handling escape for UI stuff in-game.. :sick:)
                                q = CL_VM_InputEvent(down, key, ascii);
                                if (!q && down)
-                                       MR_ToggleMenu_f ();
+                                       MR_ToggleMenu(1);
                                break;
 
                        default:
@@ -1523,8 +1523,9 @@ Key_Event (int key, int ascii, qboolean down)
        }
 
        // send function keydowns to interpreter no matter what mode is (unless the menu has specifically grabbed the keyboard, for rebinding keys)
+       // VorteX: Omnicide does bind F* keys
        if (keydest != key_menu_grabbed)
-       if (key >= K_F1 && key <= K_F12)
+       if (key >= K_F1 && key <= K_F12 && gamemode != GAME_BLOODOMNICIDE)
        {
                if (bind)
                {