Remap game controls

This commit is contained in:
James R 2022-02-19 17:05:51 -08:00
parent 3504f7ebd3
commit 2d509f40eb
2 changed files with 19 additions and 9 deletions

View file

@ -940,12 +940,12 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
if (player->spectator || objectplacing) // SRB2Kart: spectators need special controls
{
if (G_PlayerInputDown(forplayer, gc_a, 0))
if (G_PlayerInputDown(forplayer, gc_accel, 0))
{
cmd->buttons |= BT_ACCELERATE;
}
if (G_PlayerInputDown(forplayer, gc_b, 0))
if (G_PlayerInputDown(forplayer, gc_brake, 0))
{
cmd->buttons |= BT_BRAKE;
}
@ -963,14 +963,14 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
else
{
// forward with key or button // SRB2kart - we use an accel/brake instead of forward/backward.
INT32 value = G_PlayerInputAnalog(forplayer, gc_a, 0);
INT32 value = G_PlayerInputAnalog(forplayer, gc_accel, 0);
if (value != 0)
{
cmd->buttons |= BT_ACCELERATE;
forward += ((value * MAXPLMOVE) >> 10);
}
value = G_PlayerInputAnalog(forplayer, gc_b, 0);
value = G_PlayerInputAnalog(forplayer, gc_brake, 0);
if (value != 0)
{
cmd->buttons |= BT_BRAKE;
@ -990,26 +990,26 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
}
// drift
if (G_PlayerInputDown(forplayer, gc_r, 0))
if (G_PlayerInputDown(forplayer, gc_drift, 0))
{
cmd->buttons |= BT_DRIFT;
}
// C
if (G_PlayerInputDown(forplayer, gc_c, 0))
if (G_PlayerInputDown(forplayer, gc_spindash, 0))
{
forward = 0;
cmd->buttons |= BT_SPINDASHMASK;
}
// fire
if (G_PlayerInputDown(forplayer, gc_l, 0))
if (G_PlayerInputDown(forplayer, gc_item, 0))
{
cmd->buttons |= BT_ATTACK;
}
// rear view
if (G_PlayerInputDown(forplayer, gc_y, 0))
if (G_PlayerInputDown(forplayer, gc_lookback, 0))
{
cmd->buttons |= BT_LOOKBACK;
}

View file

@ -76,7 +76,17 @@ typedef enum
gc_screenshot,
gc_recordgif,
num_gamecontrols
num_gamecontrols,
// alias gameplay controls
gc_accel = gc_a,
gc_brake = gc_x,
gc_drift = gc_r,
gc_item = gc_l,
gc_spindash = gc_c,
gc_lookback = gc_b,
} gamecontrols_e;
// mouse values are used once