diff --git a/src/g_game.c b/src/g_game.c index 36693a352..638afe659 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -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; } diff --git a/src/g_input.h b/src/g_input.h index d699a528c..f633d4f0f 100644 --- a/src/g_input.h +++ b/src/g_input.h @@ -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