Fix CL_VM_InputeEvent prototype in keys.c
authorres <res@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 16 Jan 2008 11:03:10 +0000 (11:03 +0000)
committerres <res@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 16 Jan 2008 11:03:10 +0000 (11:03 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7963 d7cf8633-e32d-0410-b094-e92efae38249

keys.c

diff --git a/keys.c b/keys.c
index 36e317b..bc20e8b 100644 (file)
--- a/keys.c
+++ b/keys.c
@@ -875,7 +875,7 @@ const char *Key_GetBind (int key)
        return bind;
 }
 
-qboolean CL_VM_InputEvent (qboolean down, int key);
+qboolean CL_VM_InputEvent (qboolean down, int key, int ascii);
 
 /*
 ===================
@@ -966,7 +966,7 @@ Key_Event (int key, char ascii, qboolean down)
                                break;
                        case key_game:
                                // 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);
+                               q = CL_VM_InputEvent(down, key, ascii);
                                if (!q && down)
                                        MR_ToggleMenu_f ();
                                break;
@@ -1040,7 +1040,7 @@ Key_Event (int key, char ascii, qboolean down)
                        MR_KeyEvent (key, ascii, down);
                        break;
                case key_game:
-                       q = CL_VM_InputEvent(down, key);
+                       q = CL_VM_InputEvent(down, key, ascii);
                        // ignore key repeats on binds and only send the bind if the event hasnt been already processed by csqc
                        if (!q && bind && keydown[key] == 1 && down)
                        {