sprite layers
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@@ -55,7 +55,7 @@ static void cursor_pos_cb(GLFWwindow *w, double xpos, double ypos)
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mouse_pos.y = ypos;
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for (int i = 0; i < arrlen(pawns); i++) {
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if (script_eval_setup("input_mouse_pos", pawns[i])) continue;
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if (!pawns[i] || script_eval_setup("input_mouse_pos", pawns[i])) continue;
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vect2duk(duk, mouse_pos);
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script_eval_exec(1);
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}
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@@ -119,7 +119,8 @@ void call_input_signal(char *signal) {
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}
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for (int i = 0; i < arrlen(pawns); i++) {
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script_eval_w_env(signal, pawns[i]);
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if (!pawns[i]) continue;
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script_eval_w_env(signal, pawns[i]);
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}
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}
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@@ -215,6 +216,17 @@ const char *keyname_extd(int key, int scancode) {
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case GLFW_KEY_KP_SUBTRACT:
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kkey = "minus";
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break;
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case GLFW_KEY_GRAVE_ACCENT:
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kkey = "backtick";
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break;
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case GLFW_KEY_LEFT_BRACKET:
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kkey = "lbracket";
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break;
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case GLFW_KEY_RIGHT_BRACKET:
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kkey = "rbracket";
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break;
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}
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if (kkey) return kkey;
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@@ -257,6 +269,7 @@ void win_key_callback(GLFWwindow *w, int key, int scancode, int action, int mods
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case GLFW_PRESS:
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snprintf(keystr, 50, "input_%s_pressed", kkey);
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add_downkey(key);
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call_input_signal("input_any_pressed");
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break;
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case GLFW_RELEASE:
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