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Re-add playtesting passthrough code block for non-separate interact
This fixes a regression where you're unable to activate activity zones in in-editor playtesting if your interact button is not separate from the map button. When I originally did #743, I didn't have an option to set the bind to be non-separate, so I removed this logic without adding a game.separate_interact check. But when I added the option, I overlooked this code, and so this regression happened. Whoops.
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1 changed files with 12 additions and 2 deletions
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@ -1960,8 +1960,18 @@ void gameinput(void)
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{
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{
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if ((game.press_map || key.isDown(27)) && !game.mapheld)
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if ((game.press_map || key.isDown(27)) && !game.mapheld)
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{
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{
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game.returntoeditor();
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if (!game.separate_interact
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game.mapheld = true;
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&& game.press_map
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&& (INBOUNDS_VEC(game.activeactivity, obj.blocks)
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|| (game.activetele && game.readytotele > 20)))
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{
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/* Pass, let code block below handle it */
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}
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else
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{
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game.returntoeditor();
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game.mapheld = true;
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}
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}
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}
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}
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}
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#endif
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#endif
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