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https://github.com/yquake2/yquake2remaster.git
synced 2024-11-23 13:02:07 +00:00
Add support for use back button as ESC, as example first button in SDL_GAMECONTROLLERCONFIG
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parent
4bfd1cb9d4
commit
61da3dffd1
4 changed files with 63 additions and 17 deletions
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@ -73,6 +73,7 @@ static qboolean mlooking;
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static int joystick_yaw, joystick_pitch;
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static int joystick_forwardmove, joystick_sidemove;
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static int joystick_up;
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static int back_button_id = -1;
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static char last_hat = SDL_HAT_CENTERED;
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static qboolean left_trigger = false;
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static qboolean right_trigger = false;
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@ -523,6 +524,15 @@ IN_Update(void)
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#endif
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break;
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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case SDL_CONTROLLERBUTTONUP:
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case SDL_CONTROLLERBUTTONDOWN: /* Handle Controller Back button */
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{
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qboolean down = (event.type == SDL_CONTROLLERBUTTONDOWN);
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if(event.cbutton.button == SDL_CONTROLLER_BUTTON_BACK) {
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Key_Event(K_JOY_BACK, down, true);
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}
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}
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break;
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case SDL_CONTROLLERAXISMOTION: /* Handle Controller Motion */
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{
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char* direction_type;
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@ -635,6 +645,9 @@ IN_Update(void)
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case SDL_JOYBUTTONDOWN:
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{
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qboolean down = (event.type == SDL_JOYBUTTONDOWN);
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/* Ignore back button, we dont need event for such button */
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if (back_button_id == event.jbutton.button)
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return;
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if(event.jbutton.button <= (K_JOY32 - K_JOY1)) {
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Key_Event(event.jbutton.button + K_JOY1, down, true);
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}
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@ -824,6 +837,11 @@ IN_MLookUp(void)
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}
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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/*
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* Shutdown haptic functionality
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*/
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static void IN_Haptic_Shutdown(void);
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/* ------------------------------------------------------------------ */
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/*
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* Init haptic effects
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@ -852,7 +870,9 @@ IN_Haptic_Effect_Init(int dir, int period, int magnitude, int length, int attack
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effect_id = SDL_HapticNewEffect(joystick_haptic, &haptic_effect);
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if (effect_id < 0)
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{
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Com_Printf ("SDL_HapticNewEffect failed: %s", SDL_GetError());
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Com_Printf ("SDL_HapticNewEffect failed: %s\n", SDL_GetError());
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Com_Printf ("Please try to rerun game. Effects will be disabled for now.\n");
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IN_Haptic_Shutdown();
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}
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return effect_id;
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}
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@ -1006,7 +1026,7 @@ IN_Haptic_Effect_Shutdown(int * effect_id)
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}
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static void
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IN_Haptic_Effects_Shotdown(void)
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IN_Haptic_Effects_Shutdown(void)
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{
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for (int i=0; i<HAPTIC_EFFECT_LAST; i++)
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{
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@ -1030,7 +1050,7 @@ Haptic_Feedback(char *name)
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if (last_haptic_volume != (int)(joy_haptic_magnitude->value * 255))
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{
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IN_Haptic_Effects_Shotdown();
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IN_Haptic_Effects_Shutdown();
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IN_Haptic_Effects_Init();
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}
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last_haptic_volume = joy_haptic_magnitude->value * 255;
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@ -1217,6 +1237,7 @@ IN_Init(void)
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if(SDL_IsGameController(i))
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{
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SDL_GameControllerButtonBind backBind;
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controller = SDL_GameControllerOpen(i);
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Com_Printf ("Controller settings: %s\n", SDL_GameControllerMapping(controller));
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Com_Printf ("Controller axis: \n");
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@ -1235,6 +1256,12 @@ IN_Init(void)
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Com_Printf (" * triggerleft = %f\n", joy_axis_triggerleft_threshold->value);
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Com_Printf (" * triggerright = %f\n", joy_axis_triggerright_threshold->value);
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backBind = SDL_GameControllerGetBindForButton(controller, SDL_CONTROLLER_BUTTON_BACK);
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if (backBind.bindType == SDL_CONTROLLER_BINDTYPE_BUTTON) {
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back_button_id = backBind.value.button;
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Com_Printf ("\nBack button JOY%d will be unbindable.\n", back_button_id+1);
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}
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break;
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}
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else
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@ -1244,7 +1271,7 @@ IN_Init(void)
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guid = SDL_JoystickGetDeviceGUID(i);
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SDL_JoystickGetGUIDString(guid, joystick_guid, 255);
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Com_Printf ("For use joystic as game contoller please set SDL_GAMECONTROLLERCONFIG:\n");
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Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,...\n", joystick_guid, SDL_JoystickName(joystick));
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Com_Printf ("e.g.: SDL_GAMECONTROLLERCONFIG='%s,%s,leftx:a0,lefty:a1,rightx:a2,righty:a3,back:b1,...\n", joystick_guid, SDL_JoystickName(joystick));
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}
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}
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}
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@ -1266,6 +1293,18 @@ IN_Init(void)
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/*
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* Shuts the backend down
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*/
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static void
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IN_Haptic_Shutdown(void)
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{
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if (joystick_haptic)
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{
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IN_Haptic_Effects_Shutdown();
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SDL_HapticClose(joystick_haptic);
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joystick_haptic = NULL;
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}
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}
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void
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IN_Shutdown(void)
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{
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@ -1276,16 +1315,11 @@ IN_Shutdown(void)
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Com_Printf("Shutting down input.\n");
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#if SDL_VERSION_ATLEAST(2, 0, 0)
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if (joystick_haptic)
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{
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IN_Haptic_Effects_Shotdown();
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SDL_HapticClose(joystick_haptic);
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joystick_haptic = NULL;
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}
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IN_Haptic_Shutdown();
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if (controller)
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{
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back_button_id = -1;
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SDL_GameControllerClose(controller);
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controller = NULL;
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}
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@ -147,6 +147,8 @@ keyname_t keynames[] = {
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{"TRIG_LEFT", K_TRIG_LEFT},
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{"TRIG_RIGHT", K_TRIG_RIGHT},
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{"JOY_BACK", K_JOY_BACK},
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{"AUX1", K_AUX1},
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{"AUX2", K_AUX2},
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{"AUX3", K_AUX3},
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@ -756,7 +758,7 @@ Key_Bind_f(void)
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}
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/* don't allow binding escape or the special console keys */
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if(b == K_ESCAPE || b == '^' || b == '`' || b == '~')
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if(b == K_ESCAPE || b == '^' || b == '`' || b == '~' || b == K_JOY_BACK)
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{
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if(doneWithDefaultCfg)
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{
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@ -1102,7 +1104,7 @@ Key_Event(int key, qboolean down, qboolean special)
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}
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/* Key is unbound */
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if ((key >= K_MOUSE1) && !keybindings[key] && (cls.key_dest != key_console))
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if ((key >= K_MOUSE1 && key != K_JOY_BACK) && !keybindings[key] && (cls.key_dest != key_console))
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{
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Com_Printf("%s is unbound, hit F4 to set.\n", Key_KeynumToString(key));
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}
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@ -1122,10 +1124,11 @@ Key_Event(int key, qboolean down, qboolean special)
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- moves one menu level up
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- closes the menu
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- closes the help computer
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- closes the chat window */
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- closes the chat window
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Fully same logic for K_JOY_BACK */
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if (!cls.disable_screen)
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{
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if (key == K_ESCAPE)
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if (key == K_ESCAPE || key == K_JOY_BACK)
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{
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if (!down)
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{
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@ -152,6 +152,9 @@ enum QKEYS {
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K_TRIG_LEFT,
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K_TRIG_RIGHT,
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/* Can't be mapped to any action */
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K_JOY_BACK,
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K_AUX1,
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K_AUX2,
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K_AUX3,
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@ -317,6 +317,10 @@ Key_GetMenuKey(int key)
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case K_KP_ENTER:
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case K_ENTER:
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return K_ENTER;
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case K_ESCAPE:
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case K_JOY_BACK:
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return K_ESCAPE;
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}
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return key;
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@ -4317,7 +4321,8 @@ M_Menu_PlayerConfig_f(void)
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static const char *
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M_Quit_Key(int key)
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{
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switch (key)
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int menu_key = Key_GetMenuKey(key);
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switch (menu_key)
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{
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case K_ESCAPE:
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case 'n':
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@ -4325,6 +4330,7 @@ M_Quit_Key(int key)
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M_PopMenu();
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break;
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case K_ENTER:
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case 'Y':
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case 'y':
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cls.key_dest = key_console;
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