Use Windows virtual key macros for keys

This commit is contained in:
Christian Semmler 2024-12-29 09:02:46 -07:00
parent 9b96f3c338
commit 427e016c27

View File

@ -697,8 +697,8 @@ MxLong LegoNavController::Notify(MxParam& p_param)
} }
break; break;
} }
case 'k': case VK_ADD:
case 'm': { // Keys need to be uppercased to trigger this code, but seems dysfunctional case VK_SUBTRACT: { // Cycles through characters and puts them in front of you
if (g_unk0x100f66cc == -1) { if (g_unk0x100f66cc == -1) {
g_unk0x100f66cc = 0; g_unk0x100f66cc = 0;
} }
@ -732,7 +732,7 @@ MxLong LegoNavController::Notify(MxParam& p_param)
} }
break; break;
} }
case '{': { // Saves the game. Can't actually be triggered case VK_F12: { // Saves the game
InfocenterState* state = (InfocenterState*) GameState()->GetState("InfocenterState"); InfocenterState* state = (InfocenterState*) GameState()->GetState("InfocenterState");
if (state && state->HasRegistered()) { if (state && state->HasRegistered()) {
GameState()->Save(0); GameState()->Save(0);
@ -998,7 +998,7 @@ MxLong LegoNavController::Notify(MxParam& p_param)
case 'X': case 'X':
RealtimeView::SetUserMaxLOD(3.6); RealtimeView::SetUserMaxLOD(3.6);
break; break;
case 'j': { case VK_MULTIPLY: {
MxU8 newActor = GameState()->GetActorId() + 1; MxU8 newActor = GameState()->GetActorId() + 1;
if (newActor > LegoActor::c_laura) { if (newActor > LegoActor::c_laura) {
@ -1008,10 +1008,10 @@ MxLong LegoNavController::Notify(MxParam& p_param)
GameState()->SetActorId(newActor); GameState()->SetActorId(newActor);
break; break;
} }
case 'o': case VK_DIVIDE:
GameState()->SetActorId(LegoActor::c_brickster); GameState()->SetActorId(LegoActor::c_brickster);
break; break;
case 'z': case VK_F11:
if (GameState()->m_isDirty) { if (GameState()->m_isDirty) {
GameState()->m_isDirty = FALSE; GameState()->m_isDirty = FALSE;
} }