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fix WASD input conflict with debug mode (#743)
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@ -132,6 +132,7 @@ class LegoInputManager : public MxPresenter {
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void SetUnknown335(MxBool p_unk0x335) { m_unk0x335 = p_unk0x335; }
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void SetUnknown336(MxBool p_unk0x336) { m_unk0x336 = p_unk0x336; }
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MxBool GetWasd() { return m_wasd; }
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void SetWasd(MxBool p_wasd) { m_wasd = p_wasd; }
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// FUNCTION: BETA10 0x1002e390
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@ -655,7 +655,44 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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{
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if (((MxNotificationParam&) p_param).GetNotification() == c_notificationKeyPress) {
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m_unk0x5d = TRUE;
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SDL_Keycode key = ((LegoEventNotificationParam&) p_param).GetKey();
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SDL_Keycode originKey = ((LegoEventNotificationParam&) p_param).GetKey();
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SDL_Keycode key = originKey;
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// This is necessary so any players using the WASD movement option can
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// also use Debug Mode, which normally makes use of the WASD keys.
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//
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// For those players, we just swap the two and remap
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// those conflicting debug keys to the arrow keys.
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if (LegoOmni::GetInstance()->GetInputManager()->GetWasd()) {
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switch (originKey) {
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case SDLK_W:
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key = SDLK_UP;
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break;
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case SDLK_A:
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key = SDLK_LEFT;
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break;
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case SDLK_S:
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key = SDLK_DOWN;
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break;
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case SDLK_D:
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key = SDLK_RIGHT;
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break;
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case SDLK_UP:
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key = SDLK_W;
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break;
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case SDLK_LEFT:
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key = SDLK_A;
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break;
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case SDLK_DOWN:
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key = SDLK_S;
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break;
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case SDLK_RIGHT:
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key = SDLK_D;
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break;
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default:
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break;
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}
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}
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switch (key) {
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case SDLK_PAUSE: // Pause game
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@ -763,7 +800,7 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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// Check if the the key is part of the debug password
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if (!*g_currentInput) {
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// password "protected" debug shortcuts
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switch (((LegoEventNotificationParam&) p_param).GetKey()) {
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switch (key) {
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case SDLK_TAB:
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VideoManager()->ToggleFPS(g_fpsEnabled);
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if (g_fpsEnabled) {
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