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Change button mappings ingame. Put delay after remapping a button to avoid very silly things
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parent
2b74b7188f
commit
33639d7a4c
2 changed files with 8 additions and 5 deletions
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@ -990,20 +990,20 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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}
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// drift
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if (G_PlayerInputDown(forplayer, gc_c, 0))
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if (G_PlayerInputDown(forplayer, gc_r, 0))
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{
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cmd->buttons |= BT_DRIFT;
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}
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// A + B + C shortcut
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if (G_PlayerInputDown(forplayer, gc_abc, 0))
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// C
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if (G_PlayerInputDown(forplayer, gc_c, 0))
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{
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forward = 0;
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cmd->buttons |= BT_SPINDASHMASK;
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}
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// fire
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if (G_PlayerInputDown(forplayer, gc_x, 0))
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if (G_PlayerInputDown(forplayer, gc_l, 0))
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{
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cmd->buttons |= BT_ATTACK;
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}
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@ -3961,7 +3961,10 @@ void M_MapProfileControl(event_t *ev)
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// Only consider keydown and joystick events to make sure we ignore ev_mouse and other events
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if (ev->type != ev_keydown && ev->type != ev_joystick)
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return;
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// Set menu delay regardless of what we're doing to avoid stupid stuff.
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M_SetMenuDelay(0);
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// Check if this control is already assigned, it'd look silly to assign the same key twice on the same thing.
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if (n == 0 && optionsmenu.profile->controls[controln][1] == c)
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{
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