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@ -43,6 +43,7 @@ sfClock *clock;
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sfRenderWindow* window;
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uint8_t musicOn = 0;
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int8_t mouseWheelState = 0;
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int8_t SFG_keyPressed(uint8_t key)
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{
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@ -71,33 +72,29 @@ int8_t SFG_keyPressed(uint8_t key)
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break;
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case SFG_KEY_NEXT_WEAPON:
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/* TODO
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if (sdlKeyboardState[SDL_SCANCODE_P] || sdlKeyboardState[SDL_SCANCODE_X])
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if (k(P) || k(X))
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return 1;
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if (sdlMouseWheelState > 0)
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if (mouseWheelState > 0)
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{
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sdlMouseWheelState--;
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mouseWheelState--;
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return 1;
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}
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*/
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return 0;
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break;
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case SFG_KEY_PREVIOUS_WEAPON:
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/* TODO
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if (sdlKeyboardState[SDL_SCANCODE_O] || sdlKeyboardState[SDL_SCANCODE_Y]
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|| sdlKeyboardState[SDL_SCANCODE_Z])
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if (k(O) || k(Y) || k(Z))
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return 1;
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if (sdlMouseWheelState < 0)
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if (mouseWheelState < 0)
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{
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sdlMouseWheelState++;
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mouseWheelState++;
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return 1;
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}
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return 0;
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*/
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break;
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case SFG_KEY_MENU: return sfKeyboard_isKeyPressed(sfKeyEscape); break;
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@ -296,6 +293,8 @@ int main()
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while (sfRenderWindow_pollEvent(window,&event))
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if (event.type == sfEvtClosed)
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sfRenderWindow_close(window);
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else if (event.type == sfEvtMouseWheelMoved)
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mouseWheelState = event.mouseWheel.delta;
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if (!SFG_mainLoopBody())
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break;
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