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@ -831,11 +831,9 @@ void GameEventHandler(const SDL_Event &event, uint16_t modState)
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ReleaseKey(SDLC_EventKey(event)); |
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return; |
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case SDL_EVENT_MOUSE_MOTION: |
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if (ControlMode == ControlTypes::KeyboardAndMouse) { |
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if (invflag) |
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InvalidateInventorySlot(); |
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MousePosition = { SDLC_EventMotionIntX(event), SDLC_EventMotionIntY(event) }; |
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} |
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if (ControlMode == ControlTypes::KeyboardAndMouse && invflag) |
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InvalidateInventorySlot(); |
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MousePosition = { SDLC_EventMotionIntX(event), SDLC_EventMotionIntY(event) }; |
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gmenu_on_mouse_move(); |
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return; |
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case SDL_EVENT_MOUSE_BUTTON_DOWN: |
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@ -1948,7 +1946,7 @@ int GetSecondsUntilNextAutoSave()
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if (!*GetOptions().Gameplay.autoSaveEnabled) |
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return -1; |
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if (IsAutoSavePending()) |
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if (HasPendingAutoSave()) |
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return 0; |
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const uint32_t now = SDL_GetTicks(); |
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@ -1975,10 +1973,6 @@ void RequestAutoSave(AutoSaveReason reason)
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QueueAutoSave(reason); |
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} |
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bool IsAutoSavePending() |
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{ |
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return HasPendingAutoSave(); |
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} |
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void QueueAutoSave(AutoSaveReason reason) |
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{ |
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