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engines/sludge/keymapper_tables.h
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| act = new Action(kStandardActionPause, _("Pause")); | ||
| act->setKeyEvent(KeyState(KEYCODE_ESCAPE, ASCII_ESCAPE)); | ||
| act->addDefaultInputMapping("ESCAPE"); | ||
| act->addDefaultInputMapping("JOY_START"); |
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JOY_START and JOY_BACK are reserved for the Global Main Menu and Virtual Keyboard respectively, so should be avoided in game-specific keymaps.
engines/sludge/keymapper_tables.h
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| act = new Action("SHOWFLOOR", _("DEBUG: Show floor")); | ||
| act->setKeyEvent(KeyState(KEYCODE_f, 'f')); | ||
| act->addDefaultInputMapping("f"); | ||
| act->addDefaultInputMapping("JOY_RIGHT"); |
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It shouldn't be necessary to add default joystick bindings for debug actions.
engines/sludge/keymapper_tables.h
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| Keymap *gameKeyMap = new Keymap(Keymap::kKeymapTypeGame, gameId, gameDescr); | ||
| Keymap *debugKeyMap = new Keymap(Keymap::kKeymapTypeGame, "debug", _("Debug keymap")); | ||
| Keymap *controllerKeymap = new Keymap(Keymap::kKeymapTypeGame, "controller", _("Controller keymap for menus")); |
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Could you clarify what "controller" means in this context?
engines/sludge/keymapper_tables.h
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| act->addDefaultInputMapping("JOY_X"); | ||
| gameKeyMap->addAction(act); | ||
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| } else if (gameId == "tgttpoacs") { |
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There's a minigame located in the Arcade called "Wizard Warble" that uses some additional keys that aren't currently listed.
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You also need to press Enter to start the minigame where you look for the contact lens in the changing rooms.
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This needs to be rebased. Please pay attention, that we added verbcoin2 as a new target
engines/sludge/POTFILES
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| engines/sludge/detection_tables.h | |||
| engines/sludge/keymapper_tables.h No newline at end of file | |||
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| } else { | ||
| // Default keymap for other games | ||
| act = new Action(kStandardActionLeftClick, _("Left Click")); |
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Please add here something like
warning("Game-specific keymap is not defined. Using default SLUDGE engine keymap");4d5d82e to
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Thank you! |
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