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LAB: Make more use of kButton enum
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de6de51e8b
commit
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@ -546,13 +546,13 @@ void LabEngine::mainGameLoop() {
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uint16 code = 0;
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switch (result) {
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case VKEY_UPARROW:
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code = 7;
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code = kButtonForward;
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break;
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case VKEY_LTARROW:
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code = 6;
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code = kButtonLeft;
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break;
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case VKEY_RTARROW:
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code = 8;
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code = kButtonRight;
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break;
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default:
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break;
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@ -900,7 +900,7 @@ void LabEngine::processMainButton(CloseDataPtr wrkClosePtr, uint16 &curInv, uint
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case kButtonOpen:
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case kButtonClose:
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case kButtonLook:
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if ((actionMode == 4) && (buttonId == 4) && _closeDataPtr) {
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if ((actionMode == 4) && (buttonId == kButtonLook) && _closeDataPtr) {
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doMainView(&_closeDataPtr);
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_anim->_doBlack = true;
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@ -944,13 +944,12 @@ void LabEngine::processMainButton(CloseDataPtr wrkClosePtr, uint16 &curInv, uint
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case kButtonRight:
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_closeDataPtr = nullptr;
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wrkClosePtr = nullptr;
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if (buttonId == 6)
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if (buttonId == kButtonLeft)
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drawStaticMessage(kTextTurnLeft);
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else
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drawStaticMessage(kTextTurnRight);
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_curFileName = " ";
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oldDirection = _direction;
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newDir = processArrow(_direction, buttonId - 6);
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@ -958,7 +957,6 @@ void LabEngine::processMainButton(CloseDataPtr wrkClosePtr, uint16 &curInv, uint
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_anim->_doBlack = true;
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_direction = newDir;
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forceDraw = true;
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mayShowCrumbIndicator();
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break;
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