New gamepad defaults

Based on input recieved from Jeck
This commit is contained in:
TehRealSalt 2018-09-09 20:57:54 -04:00
parent 76033a51d7
commit aca9d505cc

View file

@ -29,7 +29,7 @@ consvar_t cv_mousesens = {"mousesens", "35", CV_SAVE, mousesens_cons_t, NULL, 0,
consvar_t cv_mousesens2 = {"mousesens2", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouseysens = {"mouseysens", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_mouseysens2 = {"mouseysens2", "35", CV_SAVE, mousesens_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_controlperkey = {"controlperkey", "One", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_controlperkey = {"controlperkey", "Several", CV_SAVE, onecontrolperkey_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
INT32 mousex, mousey;
INT32 mlooky; // like mousey but with a custom sensitivity for mlook
@ -1283,68 +1283,53 @@ void G_Controldefault(void)
gamecontrol[gc_fire ][0] = KEY_SPACE;
gamecontrol[gc_lookback ][0] = KEY_LSHIFT;
gamecontrol[gc_aimforward ][1] = KEY_HAT1+0;
gamecontrol[gc_aimbackward][1] = KEY_HAT1+1;
gamecontrol[gc_turnleft ][1] = KEY_HAT1+2;
gamecontrol[gc_turnright ][1] = KEY_HAT1+3;
gamecontrol[gc_accelerate ][1] = KEY_JOY1+0; // A
gamecontrol[gc_drift ][1] = KEY_JOY1+1; // X
gamecontrol[gc_lookback ][1] = KEY_JOY1+1; // X
gamecontrol[gc_brake ][1] = KEY_JOY1+2; // B
gamecontrol[gc_fire ][1] = KEY_JOY1+4; // LB
gamecontrol[gc_lookback ][1] = KEY_JOY1+5; // RB
gamecontrol[gc_fire ][1] = KEY_JOY1+4; // LB
gamecontrol[gc_drift ][1] = KEY_JOY1+5; // RB
// Extra controls
gamecontrol[gc_pause ][0] = KEY_PAUSE;
gamecontrol[gc_console ][0] = KEY_CONSOLE;
gamecontrol[gc_talkkey ][0] = 't';
gamecontrol[gc_teamkey ][0] = 'y';
//gamecontrol[gc_teamkey ][0] = 'y';
gamecontrol[gc_scores ][0] = KEY_TAB;
gamecontrol[gc_spectate ][0] = '\'';
gamecontrol[gc_scores ][1] = KEY_JOY1+6; // Back
gamecontrol[gc_spectate ][1] = KEY_JOY1+7; // Start (This is sort of like MP's pause...?)
gamecontrol[gc_lookup ][0] = KEY_PGUP;
gamecontrol[gc_lookdown ][0] = KEY_PGDN;
gamecontrol[gc_centerview ][0] = KEY_END;
gamecontrol[gc_camreset ][0] = KEY_HOME;
gamecontrol[gc_camtoggle ][0] = KEY_BACKSPACE;
//gamecontrol[gc_viewpoint ][1] = KEY_JOY1+3; // Y
gamecontrol[gc_pause ][1] = KEY_JOY1+6; // Back
//gamecontrol[gc_menu ][1] = KEY_JOY1+7; // Start
gamecontrol[gc_camtoggle ][1] = KEY_HAT1+0; // D-Pad Up
//gamecontrol[gc_screenshot ][1] = KEY_HAT1+1; // D-Pad Down
gamecontrol[gc_talkkey ][1] = KEY_HAT1+2; // D-Pad Left
gamecontrol[gc_scores ][1] = KEY_HAT1+3; // D-Pad Right
// Player 2 controls
gamecontrolbis[gc_aimforward ][0] = KEY_2HAT1+0;
gamecontrolbis[gc_aimbackward][0] = KEY_2HAT1+1;
gamecontrolbis[gc_turnleft ][0] = KEY_2HAT1+2;
gamecontrolbis[gc_turnright ][0] = KEY_2HAT1+3;
gamecontrolbis[gc_accelerate ][0] = KEY_2JOY1+0; // A
gamecontrolbis[gc_drift ][0] = KEY_2JOY1+1; // X
gamecontrolbis[gc_lookback ][0] = KEY_2JOY1+1; // X
gamecontrolbis[gc_brake ][0] = KEY_2JOY1+2; // B
gamecontrolbis[gc_fire ][0] = KEY_2JOY1+4; // LB
gamecontrolbis[gc_lookback ][0] = KEY_2JOY1+5; // RB
gamecontrolbis[gc_spectate ][0] = KEY_2JOY1+7; // Start
gamecontrolbis[gc_drift ][0] = KEY_2JOY1+5; // RB
// Player 3 controls
gamecontrol3[gc_aimforward ][0] = KEY_3HAT1+0;
gamecontrol3[gc_aimbackward][0] = KEY_3HAT1+1;
gamecontrol3[gc_turnleft ][0] = KEY_3HAT1+2;
gamecontrol3[gc_turnright ][0] = KEY_3HAT1+3;
gamecontrol3[gc_accelerate ][0] = KEY_3JOY1+0; // A
gamecontrol3[gc_drift ][0] = KEY_3JOY1+1; // X
gamecontrol3[gc_lookback ][0] = KEY_3JOY1+1; // X
gamecontrol3[gc_brake ][0] = KEY_3JOY1+2; // B
gamecontrol3[gc_fire ][0] = KEY_3JOY1+4; // LB
gamecontrol3[gc_lookback ][0] = KEY_3JOY1+5; // RB
gamecontrol3[gc_spectate ][0] = KEY_3JOY1+7; // Start
gamecontrol3[gc_drift ][0] = KEY_3JOY1+5; // RB
// Player 4 controls
gamecontrol4[gc_aimforward ][0] = KEY_4HAT1+0;
gamecontrol4[gc_aimbackward][0] = KEY_4HAT1+1;
gamecontrol4[gc_turnleft ][0] = KEY_4HAT1+2;
gamecontrol4[gc_turnright ][0] = KEY_4HAT1+3;
gamecontrol4[gc_accelerate ][0] = KEY_4JOY1+0; // A
gamecontrol4[gc_drift ][0] = KEY_4JOY1+1; // X
gamecontrol4[gc_lookback ][0] = KEY_4JOY1+1; // X
gamecontrol4[gc_brake ][0] = KEY_4JOY1+2; // B
gamecontrol4[gc_fire ][0] = KEY_4JOY1+4; // LB
gamecontrol4[gc_lookback ][0] = KEY_4JOY1+5; // RB
gamecontrol4[gc_spectate ][0] = KEY_4JOY1+7; // Start
gamecontrol4[gc_drift ][0] = KEY_4JOY1+5; // RB
}
//#endif