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Fixes #1181: Enable controls when loading a savegame
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@ -20,6 +20,9 @@ namespace MWBase
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InputManager() {}
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InputManager() {}
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/// Clear all savegame-specific data
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virtual void clear() = 0;
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virtual ~InputManager() {}
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virtual ~InputManager() {}
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virtual void update(float dt, bool loading) = 0;
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virtual void update(float dt, bool loading) = 0;
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@ -143,6 +143,13 @@ namespace MWInput
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mControlSwitch["vanitymode"] = true;
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mControlSwitch["vanitymode"] = true;
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}
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}
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void InputManager::clear()
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{
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// Enable all controls
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for (std::map<std::string, bool>::iterator it = mControlSwitch.begin(); it != mControlSwitch.end(); ++it)
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it->second = true;
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}
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InputManager::~InputManager()
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InputManager::~InputManager()
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{
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{
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mInputBinder->save (mUserFile);
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mInputBinder->save (mUserFile);
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@ -65,6 +65,9 @@ namespace MWInput
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virtual ~InputManager();
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virtual ~InputManager();
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/// Clear all savegame-specific data
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virtual void clear();
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virtual void update(float dt, bool loading);
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virtual void update(float dt, bool loading);
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void setPlayer (MWWorld::Player* player) { mPlayer = player; }
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void setPlayer (MWWorld::Player* player) { mPlayer = player; }
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@ -20,6 +20,7 @@
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/scriptmanager.hpp"
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#include "../mwbase/scriptmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/inputmanager.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/class.hpp"
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@ -39,6 +40,7 @@ void MWState::StateManager::cleanup (bool force)
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MWBase::Environment::get().getScriptManager()->getGlobalScripts().clear();
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MWBase::Environment::get().getScriptManager()->getGlobalScripts().clear();
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MWBase::Environment::get().getWorld()->clear();
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MWBase::Environment::get().getWorld()->clear();
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MWBase::Environment::get().getWindowManager()->clear();
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MWBase::Environment::get().getWindowManager()->clear();
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MWBase::Environment::get().getInputManager()->clear();
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mState = State_NoGame;
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mState = State_NoGame;
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mCharacterManager.clearCurrentCharacter();
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mCharacterManager.clearCurrentCharacter();
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