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Remap TA retry from Z (dialogue) back to Y (bail)
Fixes dialogue regression in TA
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parent
f9490f7f77
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ca57c5e597
3 changed files with 4 additions and 4 deletions
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@ -7950,7 +7950,7 @@ void K_drawKartHUD(void)
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if (ta)
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{
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using srb2::Draw;
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Draw::TextElement text = Draw::TextElement().parse("<z> Restart");
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Draw::TextElement text = Draw::TextElement().parse("<y> Restart");
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Draw(BASEVIDWIDTH - 19, 2)
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.flags(flags | V_ORANGEMAP)
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.align(Draw::Align::kRight)
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@ -468,8 +468,8 @@ boolean M_Responder(event_t *ev)
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// Special mid-game input behaviours
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if (Playing() && !demo.playback)
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{
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// Quick Retry (Z in modeattacking)
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if (modeattacking && G_PlayerInputDown(0, gc_vote, splitscreen + 1) == true)
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// Quick Retry (Y in modeattacking)
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if (modeattacking && G_PlayerInputDown(0, gc_bail, splitscreen + 1) == true)
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{
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if (!blockreset)
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{
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@ -8742,7 +8742,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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if (G_IsModeAttackRetrying() && !demo.playback)
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{
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nowtime = lastwipetic;
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while (G_PlayerInputDown(0, gc_vote, splitscreen + 1) == true)
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while (G_PlayerInputDown(0, gc_bail, splitscreen + 1) == true)
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{
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while (!((nowtime = I_GetTime()) - lastwipetic))
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{
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