diff --git a/src/g_game.c b/src/g_game.c index 0fdf43e43..36693a352 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -990,20 +990,20 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer) } // drift - if (G_PlayerInputDown(forplayer, gc_c, 0)) + if (G_PlayerInputDown(forplayer, gc_r, 0)) { cmd->buttons |= BT_DRIFT; } - // A + B + C shortcut - if (G_PlayerInputDown(forplayer, gc_abc, 0)) + // C + if (G_PlayerInputDown(forplayer, gc_c, 0)) { forward = 0; cmd->buttons |= BT_SPINDASHMASK; } // fire - if (G_PlayerInputDown(forplayer, gc_x, 0)) + if (G_PlayerInputDown(forplayer, gc_l, 0)) { cmd->buttons |= BT_ATTACK; } diff --git a/src/k_menufunc.c b/src/k_menufunc.c index e019109d9..2ef29b9a3 100644 --- a/src/k_menufunc.c +++ b/src/k_menufunc.c @@ -3961,7 +3961,10 @@ void M_MapProfileControl(event_t *ev) // Only consider keydown and joystick events to make sure we ignore ev_mouse and other events if (ev->type != ev_keydown && ev->type != ev_joystick) return; - + + // Set menu delay regardless of what we're doing to avoid stupid stuff. + M_SetMenuDelay(0); + // Check if this control is already assigned, it'd look silly to assign the same key twice on the same thing. if (n == 0 && optionsmenu.profile->controls[controln][1] == c) {