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authorMartin Kiewitz2017-02-11 10:35:10 +0100
committerMartin Kiewitz2017-02-11 10:35:10 +0100
commite64e3888163b6f5cce0a8e298eb4379b66426bff (patch)
tree14c639e95aff91b5708ee30e861eb0c00b30ba21 /engines/agi/agi.cpp
parent8420310989cd52627c95ee6966bbe46f99626239 (diff)
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AGI: Hold-key-mode fix
Original AGI only created a stationary event, when the last pressed direction key was released. We do that now as well. Makes cursor in MH1 behave properly. Thanks to waltervn for pointing this out.
Diffstat (limited to 'engines/agi/agi.cpp')
-rw-r--r--engines/agi/agi.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index 60c8d1f3ef..b293a8e9e5 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -173,6 +173,7 @@ int AgiEngine::agiInit() {
#endif
_keyHoldMode = false;
+ _keyHoldModeLastKey = Common::KEYCODE_INVALID;
_game.mouseFence.setWidth(0); // Reset
@@ -423,6 +424,7 @@ AgiEngine::AgiEngine(OSystem *syst, const AGIGameDescription *gameDesc) : AgiBas
_inventory = nullptr;
_keyHoldMode = false;
+ _keyHoldModeLastKey = Common::KEYCODE_INVALID;
_artificialDelayCurrentRoom = 0;
_artificialDelayCurrentPicture = 0;