Clear input envents on combat turn
Issue: if a user skips turn by clicking end a combat turn button the cursor becomes frozen in "watch" mode but all input events are queued. If a user clicked while the AI turn is not ended then the next user's turn is skipped. Fix: clear input queue each time before user's turn.
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@ -3223,6 +3223,7 @@ static int _combat_turn(Object* a1, bool a2)
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} else {
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if (a1 == gDude) {
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keyboardReset();
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inputEventQueueReset();
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interfaceRenderArmorClass(true);
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_combat_free_move = 2 * perkGetRank(gDude, PERK_BONUS_MOVE);
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interfaceRenderActionPoints(gDude->data.critter.combat.ap, _combat_free_move);
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@ -292,6 +292,8 @@ void inputEventQueueReset()
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{
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gInputEventQueueReadIndex = -1;
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gInputEventQueueWriteIndex = 0;
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SDL_Event e;
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while (SDL_PollEvent(&e)) {} // Clear all input events
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}
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// 0x4C8D1C
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