add 'newKeys' field (list of key codes pressed in frame) to frame input type, so we can change key bindings at runtime later
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@@ -8,5 +8,6 @@ struct
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, attackHeld: bool
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, jumpHeld: bool
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, escapeHeld: bool
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, newKeys: CoreKey.key_code list
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}
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end
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@@ -190,7 +190,7 @@ struct
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else
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helpGetMainAttackPatches (attackHeld, mainAttackPressed, charge, acc)
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fun getInputPatches (player: player, input) =
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fun getInputPatches (player: player, input: FrameInputType.t) =
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let
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val
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{ x
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@@ -206,15 +206,8 @@ struct
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, ...
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} = player
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val
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{ leftHeld
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, rightHeld
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, upHeld
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, downHeld
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, attackHeld
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, jumpHeld
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, escapeHeld
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} = input
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val {leftHeld, rightHeld, upHeld, downHeld, attackHeld, jumpHeld, ...} =
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input
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val xAxis = getXAxis (leftHeld, rightHeld)
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val facing = getFacing (facing, xAxis)
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