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Use CPad functions to check key states in script loader
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parent
79c010f082
commit
72f6780905
2 changed files with 6 additions and 19 deletions
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@ -2208,21 +2208,16 @@ void CRunningScript::Init()
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int scriptToLoad = 0;
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const char *scriptfile = "main.scm";
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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: scriptfile = "main.scm"; break;
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case 1: scriptfile = "freeroam_miami.scm"; break;
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@ -4558,19 +4558,11 @@ CMenuManager::ProcessUserInput(uint8 goDown, uint8 goUp, uint8 optionSelected, u
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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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#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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#endif
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}
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#endif
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