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Use CPad functions to check key states in script loader
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commit
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2 changed files with 6 additions and 24 deletions
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@ -1769,21 +1769,16 @@ void CRunningScript::Init()
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#ifdef USE_DEBUG_SCRIPT_LOADER
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int scriptToLoad = 0;
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#ifdef _WIN32
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extern "C" __declspec(dllimport) short __stdcall GetAsyncKeyState(int);
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#endif
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int open_script()
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{
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// glfwGetKey doesn't work because of CGame::Initialise is blocking
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#ifdef _WIN32
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if (GetAsyncKeyState('G') & 0x8000)
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CPad::UpdatePads();
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if (CPad::GetPad(0)->GetChar('G'))
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scriptToLoad = 0;
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if (GetAsyncKeyState('R') & 0x8000)
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if (CPad::GetPad(0)->GetChar('R'))
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scriptToLoad = 1;
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if (GetAsyncKeyState('D') & 0x8000)
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if (CPad::GetPad(0)->GetChar('D'))
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scriptToLoad = 2;
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#endif
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switch (scriptToLoad) {
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case 0: return CFileMgr::OpenFile("main.scm", "rb");
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case 1: return CFileMgr::OpenFile("main_freeroam.scm", "rb");
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@ -4290,29 +4290,16 @@ CMenuManager::ProcessButtonPresses(void)
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#ifdef USE_DEBUG_SCRIPT_LOADER
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if (m_nCurrScreen == MENUPAGE_START_MENU || m_nCurrScreen == MENUPAGE_NEW_GAME || m_nCurrScreen == MENUPAGE_NEW_GAME_RELOAD) {
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#ifdef RW_GL3
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if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_R) == GLFW_PRESS) {
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if (CPad::GetPad(0)->GetChar('R')) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_D) == GLFW_PRESS) {
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if (CPad::GetPad(0)->GetChar('D')) {
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scriptToLoad = 2;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#elif defined _WIN32
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if (GetAsyncKeyState('R') & 0x8000) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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if (GetAsyncKeyState('D') & 0x8000) {
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scriptToLoad = 2;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#endif
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}
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#endif
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