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Force menus to use default controls for now. Update device in realtime in control setup menu
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3 changed files with 8 additions and 1 deletions
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@ -669,6 +669,11 @@ INT32 G_PlayerInputAnalog(UINT8 p, INT32 gc, UINT8 menuPlayers)
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boolean tryingotherID = false;
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INT32 *controltable = &(gamecontrol[p][gc][0]);
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// Due to issues currently, force menus to use default controls regardless.
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// @FIXME ?
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if (gamestate == GS_MENU || menuactive == true)
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controltable = &(gamecontroldefault[gc][0]);
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if (p >= MAXSPLITSCREENPLAYERS)
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{
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#ifdef PARANOIA
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@ -35,7 +35,7 @@ consvar_t cv_controlperkey = CVAR_INIT ("controlperkey", "One", CV_SAVE, onecont
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// current state of the keys
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// FRACUNIT for fully pressed, 0 for not pressed
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INT32 gamekeydown[MAXDEVICES][NUMINPUTS];
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boolean deviceResponding[MAXDEVICES];
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boolean deviceResponding[MAXDEVICES];
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// two key codes (or virtual key) per game control
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INT32 gamecontrol[MAXSPLITSCREENPLAYERS][num_gamecontrols][MAXINPUTMAPPING];
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@ -4040,6 +4040,8 @@ boolean M_ProfileControlsInputs(INT32 ch)
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if (optionsmenu.bindcontrol)
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return true; // Eat all inputs there. We'll use a stupid hack in M_Responder instead.
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SetDeviceOnPress(); // Update device constantly so that we don't stay stuck with otpions saying a device is unavailable just because we're mapping multiple devices...
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if (M_MenuButtonPressed(pid, MBT_C) || M_MenuButtonPressed(pid, MBT_Z))
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{
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// check if we're on a valid menu option...
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