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NANCY: Fix disabled input after state change
Fixed an edge case where input would stay disabled after changing the game state, rendering the game unplayable.
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@ -50,9 +50,7 @@ void InputManager::processEvents() {
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}
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break;
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case EVENT_CUSTOM_ENGINE_ACTION_START:
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if (_inputBeginState == NancyState::kNone) {
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_inputBeginState = g_nancy->getState();
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}
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_inputBeginState = g_nancy->getState();
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switch (event.customType) {
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case kNancyActionLeftClick:
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