bindings bug fix
If binding was blocked in one world, it stayed being blocked in other.
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@ -60,6 +60,8 @@ static int l_close_world(lua::State* L) {
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if (save_world) {
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controller->saveWorld();
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}
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// unblock all bindings
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Events::enableBindings();
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// destroy LevelScreen and run quit callbacks
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engine->setScreen(nullptr);
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// create and go to menu screen
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@ -231,3 +231,10 @@ void Events::loadBindings(
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}
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}
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}
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void Events::enableBindings() {
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for (auto& entry : bindings) {
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auto& binding = entry.second;
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binding.enable = true;
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}
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}
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@ -60,4 +60,5 @@ public:
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const std::string& filename, const std::string& source,
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BindType bindType
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);
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static void enableBindings();
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};
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