From ea7b80dab0ee9f087c1db76975d9490db8b189d1 Mon Sep 17 00:00:00 2001 From: William Wilgus Date: Sat, 31 Dec 2022 07:21:53 -0500 Subject: [PATCH] keyremap allow remaps to work when player is locked keyremap doesn't have a notion of locked contexts add CONTEXT_LOCKED after keyremap so users don't have to specify multiple context flags to get Advanced keylock working with keyremaps Change-Id: I17b3f5b2ac9bf23277543fb04d66d6d90d16557f --- apps/action.c | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/apps/action.c b/apps/action.c index e8c3e8675e..9ea46dc095 100644 --- a/apps/action.c +++ b/apps/action.c @@ -594,13 +594,6 @@ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur) int context = cur->context; cur->is_prebutton = false; -#ifdef HAVE_LOCKED_ACTIONS - /* This only applies to the first context, to allow locked contexts to - * specify a fall through to their non-locked version */ - if (is_keys_locked()) - context |= CONTEXT_LOCKED; -#endif - #ifndef DISABLE_ACTION_REMAP /* attempt to look up the button in user supplied remap */ if(last->key_remap && (context & CONTEXT_PLUGIN) == 0) @@ -632,6 +625,13 @@ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur) } #endif +#ifdef HAVE_LOCKED_ACTIONS + /* This only applies to the first context, to allow locked contexts to + * specify a fall through to their non-locked version */ + if (is_keys_locked()) + context |= CONTEXT_LOCKED; +#endif + i = 0; action = ACTION_NONE; /* attempt to look up the button in the in-built keymaps */