components/prboom/d_main.c
/*
 * D_PostEvent - Event handling
 *
 * Called by I/O functions when an event is received.
 * Try event handlers for each code area in turn.
 * cph - in the true spirit of the Boom source, let the 
 *  short ciruit operator madness begin!
 */
Event handling
Called by I/O functions when an event is received.
Try event handlers for each code area in turn.
cph - in the true spirit of the Boom source, let the
short ciruit operator madness begin!
Event handling Called by I / O functions when an event is received . Try event handlers for each code area in turn . cph - in the true spirit of the Boom source let the short ciruit operator madness begin!
void D_PostEvent(event_t *ev)
{
  if (gametic < 3) return;
  M_Responder(ev) ||
	  (gamestate == GS_LEVEL && (
				     HU_Responder(ev) ||
				     ST_Responder(ev) ||
				     AM_Responder(ev)
				     )
	  ) ||
	G_Responder(ev);
}
void D_PostEvent ( event_t * ev ) { if ( gametic < 3 ) return ; M_Responder ( ev ) || ( gamestate == GS_LEVEL && ( HU_Responder ( ev ) || ST_Responder ( ev ) || AM_Responder ( ev ) ) ) || G_Responder ( ev ) ; }
D_PostEvent - Event handling
 Called by I/O functions when an event is received.
D_PostEvent - Event handling Called by I / O functions when an event is received .
/* cph - suppress all input events at game start
   * FIXME: This is a lousy kludge */