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	Implemented #390.
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		| @@ -1832,6 +1832,17 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key) | ||||
| 		if(isActive()) | ||||
| 			GH.pushInt(new CSelectionScreen(CMenuScreen::saveGame)); | ||||
| 		return; | ||||
| 	case SDLK_d:  | ||||
| 		{ | ||||
| 			const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(selection); | ||||
| 			if(h && isActive()) | ||||
| 				LOCPLINT->tryDiggging(h); | ||||
| 			return; | ||||
| 		} | ||||
| 	case SDLK_p:  | ||||
| 		if(isActive()) | ||||
| 			LOCPLINT->showPuzzleMap(); | ||||
| 		return; | ||||
| 	case SDLK_SPACE: //space - try to revisit current object with selected hero | ||||
| 		{ | ||||
| 			if(!isActive())  | ||||
|   | ||||
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