// // D_ProcessEvents // Send all the events of the given timestamp down the responder chain // void D_ProcessEvents(void) { event_t *ev; for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1)) { ev = &events[eventtail]; // Screenshots over everything so that they can be taken anywhere. if (M_ScreenshotResponder(ev)) continue; // ate the event if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN) { if (cht_Responder(ev)) continue; } // Menu input if (M_Responder(ev)) continue; // menu ate the event // console input if (CON_Responder(ev)) continue; // ate the event G_Responder(ev); } }
// // D_ProcessEvents // Send all the events of the given timestamp down the responder chain // void D_ProcessEvents(void) { event_t *ev; for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1)) { ev = &events[eventtail]; if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN) { if (cht_Responder(ev)) continue; } // Menu input if (M_Responder(ev)) continue; // menu ate the event // console input if (CON_Responder(ev)) continue; // ate the event G_Responder(ev); } }