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Use Windows virtual key macros for keys
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parent
9b96f3c338
commit
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@ -697,8 +697,8 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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}
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}
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break;
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break;
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}
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}
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case 'k':
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case VK_ADD:
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case 'm': { // Keys need to be uppercased to trigger this code, but seems dysfunctional
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case VK_SUBTRACT: { // Cycles through characters and puts them in front of you
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if (g_unk0x100f66cc == -1) {
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if (g_unk0x100f66cc == -1) {
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g_unk0x100f66cc = 0;
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g_unk0x100f66cc = 0;
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}
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}
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@ -732,7 +732,7 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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}
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}
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break;
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break;
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}
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}
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case '{': { // Saves the game. Can't actually be triggered
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case VK_F12: { // Saves the game
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InfocenterState* state = (InfocenterState*) GameState()->GetState("InfocenterState");
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InfocenterState* state = (InfocenterState*) GameState()->GetState("InfocenterState");
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if (state && state->HasRegistered()) {
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if (state && state->HasRegistered()) {
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GameState()->Save(0);
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GameState()->Save(0);
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@ -998,7 +998,7 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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case 'X':
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case 'X':
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RealtimeView::SetUserMaxLOD(3.6);
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RealtimeView::SetUserMaxLOD(3.6);
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break;
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break;
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case 'j': {
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case VK_MULTIPLY: {
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MxU8 newActor = GameState()->GetActorId() + 1;
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MxU8 newActor = GameState()->GetActorId() + 1;
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if (newActor > LegoActor::c_laura) {
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if (newActor > LegoActor::c_laura) {
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@ -1008,10 +1008,10 @@ MxLong LegoNavController::Notify(MxParam& p_param)
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GameState()->SetActorId(newActor);
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GameState()->SetActorId(newActor);
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break;
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break;
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}
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}
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case 'o':
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case VK_DIVIDE:
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GameState()->SetActorId(LegoActor::c_brickster);
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GameState()->SetActorId(LegoActor::c_brickster);
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break;
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break;
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case 'z':
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case VK_F11:
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if (GameState()->m_isDirty) {
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if (GameState()->m_isDirty) {
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GameState()->m_isDirty = FALSE;
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GameState()->m_isDirty = FALSE;
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}
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}
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