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Reset input upon exiting bind menu
While rebininding your controls: - Do not take a screenshot if you press whichever button it was bound to before - Try not to let a held button press buffer back into the controls menu
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1 changed files with 8 additions and 0 deletions
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@ -316,6 +316,10 @@ void M_MapProfileControl(event_t *ev)
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INT32 controln = currentMenu->menuitems[itemOn].mvar1; // gc_
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UINT8 where = n; // By default, we'll save the bind where we're supposed to map.
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INT32 i;
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INT32 *DeviceGameKeyDownArray = G_GetDeviceGameKeyDownArray(ev->device);
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if (!DeviceGameKeyDownArray)
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return;
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//SetDeviceOnPress(); // Update player gamepad assignments
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@ -413,6 +417,10 @@ void M_MapProfileControl(event_t *ev)
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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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// Reset this input so (keyboard keys at least) are not
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// buffered and caught by menucmd.
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DeviceGameKeyDownArray[c] = 0;
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// Check if this particular key (c) is already bound in any slot.
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// If that's the case, simply do nothing.
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for (i = 0; i < MAXINPUTMAPPING; i++)
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