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]))
if (key == K_HOME || key == K_KP_HOME)
{
if (keydown[K_CTRL])
- con_backscroll = INT_MAX;
+ con_backscroll = CON_TEXTSIZE;
else
key_linepos = 1;
return;
if (!bind)
bind = keybindings[key_bmap2][key];
- if (developer.integer >= 1000)
- Con_Printf("Key_Event(%i, '%c', %s) keydown %i bind \"%s\"\n", key, ascii ? ascii : '?', down ? "down" : "up", keydown[key], bind ? bind : "");
+ if (developer_insane.integer)
+ Con_DPrintf("Key_Event(%i, '%c', %s) keydown %i bind \"%s\"\n", key, ascii ? ascii : '?', down ? "down" : "up", keydown[key], bind ? bind : "");
if(key_consoleactive)
keydest = key_console;
if(key_consoleactive & KEY_CONSOLEACTIVE_FORCED)
{
key_consoleactive &= ~KEY_CONSOLEACTIVE_USER;
- MR_ToggleMenu_f ();
+ MR_ToggleMenu(1);
}
else
Con_ToggleConsole_f();
// 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: