Fixed Rune Reactivation Bug

Fixed a bug that caused the rune to constantly activate when pointed to, causing them to constantly make a noise.
That was done by not only adding a check to the function, but also temporarily making the rune active before the inactive set-up.
This commit is contained in:
EgonVM 2024-05-13 21:01:54 +03:00
parent 0ce7bea1aa
commit 6dbc28d071
19 changed files with 22354 additions and 24085 deletions

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@ -76,3 +76,11 @@ JavaPath=(Path="")
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/OpenWorld.OpenWorld",Map="/Engine/Maps/Templates/OpenWorld",DisplayName="Open World",Category="OpenWorld")
TemplateMapInfos=(ThumbnailTexture=None,Thumbnail="/Engine/Maps/Templates/Thumbnails/Basic.Basic",Map="/Engine/Maps/Templates/Template_Default",DisplayName="Basic",Category="")
[WindowsApplication.Accessibility]
StickyKeysHotkey=True
ToggleKeysHotkey=True
FilterKeysHotkey=True
StickyKeysConfirmation=True
ToggleKeysConfirmation=True
FilterKeysConfirmation=True

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@ -0,0 +1,5 @@
Breadcrumbs 'RHIThread'
Context 1/2
00 Scene
01 PostProcessing
02 CompositeEditorPrimitives 1396x451 MSAA=4

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@ -0,0 +1,7 @@
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@ -0,0 +1,463 @@
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