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No more segfaults when trying to spawn bullets of unknown type
[supertux.git]
/
src
/
mainloop.cpp
diff --git
a/src/mainloop.cpp
b/src/mainloop.cpp
index
ec11131
..
6a9bb04
100644
(file)
--- a/
src/mainloop.cpp
+++ b/
src/mainloop.cpp
@@
-201,12
+201,18
@@
MainLoop::process_events()
break;
case SDL_KEYDOWN:
break;
case SDL_KEYDOWN:
+ if (event.key.keysym.sym == SDLK_F10)
+ {
+ config->show_fps = !config->show_fps;
+ }
if (event.key.keysym.sym == SDLK_F11)
{
config->use_fullscreen = !config->use_fullscreen;
init_video();
if (event.key.keysym.sym == SDLK_F11)
{
config->use_fullscreen = !config->use_fullscreen;
init_video();
+ Menu::recalc_pos();
}
}
- else if (event.key.keysym.sym == SDLK_PRINT)
+ else if (event.key.keysym.sym == SDLK_PRINT ||
+ event.key.keysym.sym == SDLK_F12)
{
take_screenshot();
}
{
take_screenshot();
}
@@
-277,7
+283,7
@@
MainLoop::run(DrawingContext &context)
if (elapsed_ticks > ticks_per_frame*4) {
// when the game loads up or levels are switched the
if (elapsed_ticks > ticks_per_frame*4) {
// when the game loads up or levels are switched the
- // elapsed_ticks grows extremly large, so we just ignore those
+ // elapsed_ticks grows extrem
e
ly large, so we just ignore those
// large time jumps
elapsed_ticks = 0;
}
// large time jumps
elapsed_ticks = 0;
}