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author | Martin Kiewitz | 2017-02-11 10:35:10 +0100 |
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committer | Martin Kiewitz | 2017-02-11 10:35:10 +0100 |
commit | e64e3888163b6f5cce0a8e298eb4379b66426bff (patch) | |
tree | 14c639e95aff91b5708ee30e861eb0c00b30ba21 /engines/agi/agi.cpp | |
parent | 8420310989cd52627c95ee6966bbe46f99626239 (diff) | |
download | scummvm-rg350-e64e3888163b6f5cce0a8e298eb4379b66426bff.tar.gz scummvm-rg350-e64e3888163b6f5cce0a8e298eb4379b66426bff.tar.bz2 scummvm-rg350-e64e3888163b6f5cce0a8e298eb4379b66426bff.zip |
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.cpp | 2 |
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; |