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@@ -958,13 +958,13 @@ void UpdateControls()
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// and the key was already released
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if (console is null || !console.visible)
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{
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- if (input.keyDown['W'])
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+ if (input.keyDown[KEY_W])
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playerControls.Set(CTRL_UP, true);
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- if (input.keyDown['S'])
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+ if (input.keyDown[KEY_S])
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playerControls.Set(CTRL_DOWN, true);
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- if (input.keyDown['A'])
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+ if (input.keyDown[KEY_A])
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playerControls.Set(CTRL_LEFT, true);
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- if (input.keyDown['D'])
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+ if (input.keyDown[KEY_D])
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playerControls.Set(CTRL_RIGHT, true);
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if (input.keyDown[KEY_LCTRL] || input.keyPress[KEY_LCTRL])
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playerControls.Set(CTRL_FIRE, true);
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@@ -1077,13 +1077,13 @@ void UpdateFreelookCamera()
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if (input.keyDown[KEY_LCTRL])
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speedMultiplier = 0.1;
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- if (input.keyDown['W'])
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+ if (input.keyDown[KEY_W])
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gameCameraNode.Translate(Vector3(0, 0, 10) * timeStep * speedMultiplier);
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- if (input.keyDown['S'])
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+ if (input.keyDown[KEY_S])
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gameCameraNode.Translate(Vector3(0, 0, -10) * timeStep * speedMultiplier);
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- if (input.keyDown['A'])
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+ if (input.keyDown[KEY_A])
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gameCameraNode.Translate(Vector3(-10, 0, 0) * timeStep * speedMultiplier);
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- if (input.keyDown['D'])
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+ if (input.keyDown[KEY_D])
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gameCameraNode.Translate(Vector3(10, 0, 0) * timeStep * speedMultiplier);
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playerControls.yaw += mouseSensitivity * input.mouseMoveX;
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