Escape no longer disables messages permanently.
Fixes bug #12959. Sapient the bug was old and since you're quite familiar with the event code please review this patch.
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2 changed files with 6 additions and 1 deletions
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@ -50,6 +50,8 @@
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* Fixed the :query command to work while in a multiplayer game, not only
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when in chat (as /query)
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* Fixed invalid memory access with AMLAs (bug #12911)
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* Closing a message with escape caused the message to skip on the next
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execution of that event (unless it required input)
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Version 1.5.9:
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* Campaigns:
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@ -3399,7 +3399,10 @@ static bool process_event(game_events::event_handler& handler, const game_events
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return false;
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}
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// The event hasn't been filtered out, so execute the handler
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// The event hasn't been filtered out, so execute the handler.
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// First reset the skip_messages to avoid the escape of the previous event
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// to be carried over into the next.
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handler.skip_messages() = false;
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const bool res = handler.handle_event(ev);
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if(ev.name == "select") {
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state_of_game->last_selected = ev.loc1;
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