- // This also kills the illegal instruction problem that cropped up in Rayman!
- // May want to do this by killing the old one instead of ignoring the new one...
- // Seems to work better that way...
-
-// The problem with this approach is that it causes bad results because it doesn't do
-// any checking of previous states. Need to come up with something better because this
-// causes problems where the keyboard acts as if it were unresponsive. :-P
-#if 0
- if ((e->key() == vjs.p1KeyBindings[BUTTON_L] && joypad_0_buttons[BUTTON_R])
- || (e->key() == vjs.p1KeyBindings[BUTTON_R] && joypad_0_buttons[BUTTON_L])
- || (e->key() == vjs.p1KeyBindings[BUTTON_U] && joypad_0_buttons[BUTTON_D])
- || (e->key() == vjs.p1KeyBindings[BUTTON_D] && joypad_0_buttons[BUTTON_U]))
- return;
-#else
-#if 0
- if (e->key() == (int)vjs.p1KeyBindings[BUTTON_L] && joypad_0_buttons[BUTTON_R])
- joypad_0_buttons[BUTTON_R] = 0;
- if (e->key() == (int)vjs.p1KeyBindings[BUTTON_R] && joypad_0_buttons[BUTTON_L])
- joypad_0_buttons[BUTTON_L] = 0;
- if (e->key() == (int)vjs.p1KeyBindings[BUTTON_U] && joypad_0_buttons[BUTTON_D])
- joypad_0_buttons[BUTTON_D] = 0;
- if (e->key() == (int)vjs.p1KeyBindings[BUTTON_D] && joypad_0_buttons[BUTTON_U])
- joypad_0_buttons[BUTTON_U] = 0;
-
- if (e->key() == (int)vjs.p2KeyBindings[BUTTON_L] && joypad_1_buttons[BUTTON_R])
- joypad_1_buttons[BUTTON_R] = 0;
- if (e->key() == (int)vjs.p2KeyBindings[BUTTON_R] && joypad_1_buttons[BUTTON_L])
- joypad_1_buttons[BUTTON_L] = 0;
- if (e->key() == (int)vjs.p2KeyBindings[BUTTON_U] && joypad_1_buttons[BUTTON_D])
- joypad_1_buttons[BUTTON_D] = 0;
- if (e->key() == (int)vjs.p2KeyBindings[BUTTON_D] && joypad_1_buttons[BUTTON_U])
- joypad_1_buttons[BUTTON_U] = 0;
-#else
-//hrm, this still has sticky state problems... Ugh!