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Removing WinCE specific code in ScummEngine_v7::processKeyboard -- it made no sense at all. If this breaks something, please contact me so that we can properly fix it together
svn-id: r27674
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@ -394,7 +394,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
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const bool cutsceneExitKeyEnabled = (VAR_CUTSCENEEXIT_KEY != 0xFF && VAR(VAR_CUTSCENEEXIT_KEY) != 0);
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#ifndef _WIN32_WCE
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if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
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// Skip cutscene (or active SMUSH video).
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if (_smushActive) {
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@ -409,31 +408,6 @@ void ScummEngine_v7::processKeyboard(Common::KeyState lastKeyHit) {
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_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
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return;
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}
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#else
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// On WinCE we've also got one special for skipping cutscenes or dialog, whatever is appropriate
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// Since _smushActive is not a member of the base case class ScummEngine::, we detect here if we're
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// playing a cutscene and skip it; else we forward the keystroke through to ScummEngine::processInput.
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if (cutsceneExitKeyEnabled && lastKeyHit.keycode == Common::KEYCODE_ESCAPE) {
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// FIXME: I do not quite understand why this code behaves differently on WinCE ?!?
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int bail = 1;
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if (_smushActive) {
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if (_game.id == GID_FT) {
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_insane->escapeKeyHandler();
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bail = 0;
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} else
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_smushVideoShouldFinish = true;
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}
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if ((!_smushActive && vm.cutScenePtr[vm.cutSceneStackPointer]) || _smushVideoShouldFinish) {
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abortCutscene();
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bail = 0;
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}
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if (!bail) {
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_mouseAndKeyboardStat = Common::ASCII_ESCAPE;
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return;
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}
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}
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#endif
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// Fall back to V6 behavior
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ScummEngine_v6::processKeyboard(lastKeyHit);
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