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XEEN: Revert removal of movement check code; it was necessary after all
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@ -901,7 +901,25 @@ bool Interface::checkMoveDirection(int key) {
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Map &map = *_vm->_map;
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Map &map = *_vm->_map;
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Party &party = *_vm->_party;
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Party &party = *_vm->_party;
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Sound &sound = *_vm->_sound;
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Sound &sound = *_vm->_sound;
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// For strafing or moving backwards, temporarily move to face the direction being checked,
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// since the call to getCell will the adjacent cell details in the direction being faced
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Direction dir = party._mazeDirection;
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Direction dir = party._mazeDirection;
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switch (key) {
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case (Common::KBD_CTRL << 16) | Common::KEYCODE_LEFT:
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party._mazeDirection = (party._mazeDirection == DIR_NORTH) ? DIR_WEST :
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(Direction)(party._mazeDirection - 1);
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break;
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case (Common::KBD_CTRL << 16) | Common::KEYCODE_RIGHT:
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party._mazeDirection = (party._mazeDirection == DIR_WEST) ? DIR_NORTH :
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(Direction)(party._mazeDirection + 1);
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break;
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case Common::KEYCODE_DOWN:
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party._mazeDirection = (Direction)((int)party._mazeDirection ^ 2);
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break;
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default:
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break;
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}
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map.getCell(7);
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map.getCell(7);
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int startSurfaceId = map._currentSurfaceId;
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int startSurfaceId = map._currentSurfaceId;
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