Remap TA retry from Z (dialogue) back to Y (bail)

Fixes dialogue regression in TA
This commit is contained in:
toaster 2025-09-12 17:35:08 +01:00
parent f9490f7f77
commit ca57c5e597
3 changed files with 4 additions and 4 deletions

View file

@ -7950,7 +7950,7 @@ void K_drawKartHUD(void)
if (ta)
{
using srb2::Draw;
Draw::TextElement text = Draw::TextElement().parse("<z> Restart");
Draw::TextElement text = Draw::TextElement().parse("<y> Restart");
Draw(BASEVIDWIDTH - 19, 2)
.flags(flags | V_ORANGEMAP)
.align(Draw::Align::kRight)

View file

@ -468,8 +468,8 @@ boolean M_Responder(event_t *ev)
// Special mid-game input behaviours
if (Playing() && !demo.playback)
{
// Quick Retry (Z in modeattacking)
if (modeattacking && G_PlayerInputDown(0, gc_vote, splitscreen + 1) == true)
// Quick Retry (Y in modeattacking)
if (modeattacking && G_PlayerInputDown(0, gc_bail, splitscreen + 1) == true)
{
if (!blockreset)
{

View file

@ -8742,7 +8742,7 @@ boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
if (G_IsModeAttackRetrying() && !demo.playback)
{
nowtime = lastwipetic;
while (G_PlayerInputDown(0, gc_vote, splitscreen + 1) == true)
while (G_PlayerInputDown(0, gc_bail, splitscreen + 1) == true)
{
while (!((nowtime = I_GetTime()) - lastwipetic))
{