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	Disable Activate key when textinput is active (Bug #4151)
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					 1 changed files with 4 additions and 1 deletions
				
			
		|  | @ -1113,7 +1113,10 @@ namespace MWInput | |||
|     void InputManager::activate() | ||||
|     { | ||||
|         if (MWBase::Environment::get().getWindowManager()->isGuiMode()) | ||||
|         { | ||||
|             if (!SDL_IsTextInputActive()) | ||||
|                 MWBase::Environment::get().getWindowManager()->injectKeyPress(MyGUI::KeyCode::Return, 0); | ||||
|         } | ||||
|         else if (mControlSwitch["playercontrols"]) | ||||
|             mPlayer->activate(); | ||||
|     } | ||||
|  |  | |||
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