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
This commit is contained in:
William Wilgus 2022-12-31 07:21:53 -05:00
parent 855540e1f5
commit ea7b80dab0

View file

@ -594,13 +594,6 @@ static inline void action_code_lookup(action_last_t *last, action_cur_t *cur)
int context = cur->context; int context = cur->context;
cur->is_prebutton = false; 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 #ifndef DISABLE_ACTION_REMAP
/* attempt to look up the button in user supplied remap */ /* attempt to look up the button in user supplied remap */
if(last->key_remap && (context & CONTEXT_PLUGIN) == 0) 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 #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; i = 0;
action = ACTION_NONE; action = ACTION_NONE;
/* attempt to look up the button in the in-built keymaps */ /* attempt to look up the button in the in-built keymaps */