+#else
+//hrm, this still has sticky state problems... Ugh!
+ // First, settle key states...
+ if (e->key() == (int)vjs.p1KeyBindings[BUTTON_L])
+ keyHeld[P1LEFT] = state;
+ else if (e->key() == (int)vjs.p1KeyBindings[BUTTON_R])
+ keyHeld[P1RIGHT] = state;
+ else if (e->key() == (int)vjs.p1KeyBindings[BUTTON_U])
+ keyHeld[P1UP] = state;
+ else if (e->key() == (int)vjs.p1KeyBindings[BUTTON_D])
+ keyHeld[P1DOWN] = state;
+ else if (e->key() == (int)vjs.p2KeyBindings[BUTTON_L])
+ keyHeld[P2LEFT] = state;
+ else if (e->key() == (int)vjs.p2KeyBindings[BUTTON_R])
+ keyHeld[P2RIGHT] = state;
+ else if (e->key() == (int)vjs.p2KeyBindings[BUTTON_U])
+ keyHeld[P2UP] = state;
+ else if (e->key() == (int)vjs.p2KeyBindings[BUTTON_D])
+ keyHeld[P2DOWN] = state;
+
+ // Next, check for conflicts and bail out if there are any...
+ if ((keyHeld[P1LEFT] && keyHeld[P1RIGHT])
+ || (keyHeld[P1UP] && keyHeld[P1DOWN])
+ || (keyHeld[P2LEFT] && keyHeld[P2RIGHT])
+ || (keyHeld[P2UP] && keyHeld[P2DOWN]))
+ return;
+#endif