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	[HTML5] Fix multi-touch input handling.
The code to populate the input data for WebAssembly was incorrectly
overriding values when multiple touches were present due to wrong
indexing.
(cherry picked from commit 470496d8d4)
			
			
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					 1 changed files with 3 additions and 3 deletions
				
			
		|  | @ -424,9 +424,9 @@ const GodotInput = { | |||
| 			for (let i = 0; i < touches.length; i++) { | ||||
| 				const touch = touches[i]; | ||||
| 				const pos = GodotInput.computePosition(touch, rect); | ||||
| 				GodotRuntime.setHeapValue(coords + (i * 2), pos[0], 'double'); | ||||
| 				GodotRuntime.setHeapValue(coords + (i * 2 + 8), pos[1], 'double'); | ||||
| 				GodotRuntime.setHeapValue(ids + i, touch.identifier, 'i32'); | ||||
| 				GodotRuntime.setHeapValue(coords + (i * 2) * 8, pos[0], 'double'); | ||||
| 				GodotRuntime.setHeapValue(coords + (i * 2 + 1) * 8, pos[1], 'double'); | ||||
| 				GodotRuntime.setHeapValue(ids + i * 4, touch.identifier, 'i32'); | ||||
| 			} | ||||
| 			func(type, touches.length); | ||||
| 			if (evt.cancelable) { | ||||
|  |  | |||
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	 Fabio Alessandrelli
						Fabio Alessandrelli