=================== CL_KeyUpEvent Called by CL_KeyEvent to handle a keyrelease =================== */
| 1291 | =================== |
| 1292 | */ |
| 1293 | void CL_KeyUpEvent( int key, unsigned time ) |
| 1294 | { |
| 1295 | kg.keys[keynames[key].upper].repeats = 0; |
| 1296 | kg.keys[keynames[key].upper].down = qfalse; |
| 1297 | kg.keyDownCount--; |
| 1298 | |
| 1299 | if (kg.keyDownCount <= 0) { |
| 1300 | kg.anykeydown = qfalse; |
| 1301 | kg.keyDownCount = 0; |
| 1302 | } |
| 1303 | |
| 1304 | // don't process key-up events for the console key |
| 1305 | if ( key == A_CONSOLE || ( key == A_ESCAPE && kg.keys[A_SHIFT].down ) ) |
| 1306 | return; |
| 1307 | |
| 1308 | // |
| 1309 | // key up events only perform actions if the game key binding is |
| 1310 | // a button command (leading + sign). These will be processed even in |
| 1311 | // console mode and menu mode, to keep the character from continuing |
| 1312 | // an action started before a mode switch. |
| 1313 | // |
| 1314 | CL_ParseBinding( key, qfalse, time ); |
| 1315 | |
| 1316 | if ( Key_GetCatcher( ) & KEYCATCH_UI ) |
| 1317 | _UI_KeyEvent( key, qfalse ); |
| 1318 | } |
| 1319 | |
| 1320 | /* |
| 1321 | =================== |
no test coverage detected