Use SDLK_PRINT instead of SDLK_SYSREQ.
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@@ -754,7 +754,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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* Alt+PrntScrn. Windows will do this whether or not we save a screenshot
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* ourself by dumping the frame buffer. */
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// "if pressing PrintScreen and not pressing Alt"
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if( DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_SYSREQ) &&
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if( DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_PRINT) &&
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!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RALT)) &&
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!INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LALT)) )
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#else
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@@ -281,7 +281,7 @@ static int ConvertScancodeToKey( int scancode )
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case DIK_NUMPADENTER: return SDLK_KP_ENTER;
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case DIK_RCONTROL: return SDLK_RCTRL;
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case DIK_DIVIDE: return SDLK_KP_DIVIDE;
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case DIK_SYSRQ: return SDLK_SYSREQ;
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case DIK_SYSRQ: return SDLK_PRINT;
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case DIK_RMENU: return SDLK_RALT;
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case DIK_PAUSE: return SDLK_PAUSE;
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case DIK_HOME: return SDLK_HOME;
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@@ -89,6 +89,11 @@ void InputHandler_SDL::Update(float fDeltaTime)
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case SDL_KEYUP:
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{
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DeviceInput di(DEVICE_KEYBOARD, event.key.keysym.sym);
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/* SDL is inconsistent about this key: */
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if( di.button == SDLK_SYSREQ )
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di.button = SDLK_PRINT;
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ButtonPressed(di, event.key.state == SDL_PRESSED);
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}
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continue;
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