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if mousemove-event is defined, activePointer is bugged


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if im having

        game.input.mouse.onMouseMove = function(e) {            //...        };

defined, the 

game.input.activePointer

is somehow bugged, especially .position.x and position.y and .button .

it appears that it only updates, if a button is pressed.

 

well I guess the default onMouseMove event is overwritten if I use the lines above,

it is like e.preventDefault(); Is there a way to work around this behaviour?

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