refactor(input): extract the gameplay frame
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24 changed files with 2433 additions and 559 deletions
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@ -220,9 +220,9 @@ public sealed class InputDispatcher
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if (action == InputAction.None) return false;
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// While a text field owns the keyboard ("write mode"), held game actions read as
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// released: typing "swd" must not move the character. This is the polling-path twin
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// of the WantCaptureKeyboard gate on Fired actions. NOTE: this suppresses KEY-driven
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// movement only — latched state that isn't a key (e.g. autorun, ORed into Forward at
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// the call site) keeps driving the character, so chat doesn't cancel autorun.
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// of the WantCaptureKeyboard gate on Fired actions. This suppresses physical keys;
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// the App movement owner separately pauses all movement for devtools capture while
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// allowing retained-chat capture to preserve the retail autorun latch.
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if (_mouse.WantCaptureKeyboard) return false;
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if (_automationHeldActions.Contains(action)) return true;
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foreach (var b in _bindings.ForAction(action))
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