start implementing classic controls
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@ -1,13 +1,27 @@
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function UIMap:onMousePress(mousePos, mouseButton)
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function UIMap:onMouseRelease(mousePos, mouseButton)
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local tile = self:getTile(mousePos)
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local tile = self:getTile(mousePos)
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if not tile then return false end
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if not tile then return false end
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local keyboardModifiers = g_window.getKeyboardModifiers()
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print ("lol " .. keyboardModifiers)
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if not Options.classicControl then
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if not Options.classicControl then
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if mouseButton == MouseRightButton then
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if keyboardModifiers == KeyboardNoModifier and mouseButton == MouseLeftButton then
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-- auto walk
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return true
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elseif keyboardModifiers == KeyboardNoModifier and mouseButton == MouseRightButton then
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Game.createThingMenu(mousePos, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature())
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Game.createThingMenu(mousePos, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature())
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return true
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return true
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elseif keyboardModifiers == KeyboardShiftModifier and (mouseButton == MouseRightButton or mouseButton == MouseLeftButton) then
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Game.look(tile:getTopLookThing())
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return true
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elseif keyboardModifiers == KeyboardCtrlModifier and (mouseButton == MouseRightButton or mouseButton == MouseLeftButton) then
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Game.use(tile:getTopUseThing())
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return true
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elseif keyboardModifiers == KeyboardAltModifier and (mouseButton == MouseRightButton or mouseButton == MouseLeftButton) then
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Game.attack(tile:getTopCreature())
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return true
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end
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end
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end
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end
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