code: def press_key(self, key, **kwargs):
      if (
          "force" in kwargs and kwargs["force"] is True
      ) or self.game_is_focused:
          extra = ctypes.c_ulong(0)
          ii_ = Input_I()
  
          if keyboard_key_mapping[key.name] >= 1024:
              key = keyboard_key_mapping[key.name] - 1024
              flags = 0x0008 | 0x0001
          else:
              key = keyboard_key_mapping[key.name]
              flags = 0x0008
  
          ii_.ki = KeyBdInput(0, key, flags, 0, ctypes.pointer(extra))
          x = Input(ctypes.c_ulong(1), ii_)
          ctypes.windll.user32.SendInput(
              1, ctypes.pointer(x), ctypes.sizeof(x)
          )
  
imports: from serpent.input_controller import InputController, MouseButton, KeyboardKey, character_keyboard_key_mapping
  from serpent.sprite_locator import SpriteLocator
  import time
  import ctypes
  import win32api
  import scipy.interpolate
  import numpy
label_desc: Use image node_id 6 for calling the NativeWin32InputController obj's underlying member method code with example usage: obj.press_key(key) without return types