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Rename gamefunc_Crouch_Toggle to gamefunc_Toggle_Crouch to match the only existing similarly named gamefunc, gamefunc_Toggle_Crosshair
Now bound to C by default. git-svn-id: https://svn.eduke32.com/eduke32@8059 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 8 additions and 8 deletions
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@ -116,7 +116,7 @@ char gamefunctions[NUMGAMEFUNCTIONS][MAXGAMEFUNCLEN] =
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"Quick_Load",
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"Quick_Load",
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"Alt_Weapon",
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"Alt_Weapon",
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"Third_Person_View",
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"Third_Person_View",
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"Crouch_Toggle",
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"Toggle_Crouch",
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};
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};
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#ifdef __SETUP__
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#ifdef __SETUP__
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@ -185,7 +185,7 @@ const char keydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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"F9", "",
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"F9", "",
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"", "",
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"", "",
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"F7", "",
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"F7", "",
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"", "",
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"C", "",
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};
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};
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const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
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@ -646,7 +646,7 @@ void CONFIG_SetGameControllerDefaultsStandard()
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static GameControllerButtonSetting const buttons[] =
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static GameControllerButtonSetting const buttons[] =
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{
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{
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{ GAMECONTROLLER_BUTTON_A, gamefunc_Jump },
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{ GAMECONTROLLER_BUTTON_A, gamefunc_Jump },
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{ GAMECONTROLLER_BUTTON_B, gamefunc_Crouch_Toggle },
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{ GAMECONTROLLER_BUTTON_B, gamefunc_Toggle_Crouch },
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{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
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{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
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{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
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{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
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{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick },
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{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick },
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@ -105,7 +105,7 @@ enum GameFunction_t
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gamefunc_Quick_Load,
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gamefunc_Quick_Load,
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gamefunc_Alt_Weapon,
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gamefunc_Alt_Weapon,
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gamefunc_Third_Person_View,
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gamefunc_Third_Person_View,
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gamefunc_Crouch_Toggle,
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gamefunc_Toggle_Crouch,
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};
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};
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#ifdef __cplusplus
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#ifdef __cplusplus
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}
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}
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@ -7394,5 +7394,5 @@ static void G_SetupGameButtons(void)
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CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE);
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CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE);
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CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE);
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CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE);
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CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE);
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CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE);
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CONTROL_DefineFlag(gamefunc_Crouch_Toggle, FALSE);
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CONTROL_DefineFlag(gamefunc_Toggle_Crouch, FALSE);
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}
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}
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@ -3050,18 +3050,18 @@ void P_GetInput(int const playerNum)
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int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
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int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
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int const crouchable = pPlayer->on_ground && sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
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int const crouchable = pPlayer->on_ground && sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
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if (BUTTON(gamefunc_Crouch_Toggle))
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if (BUTTON(gamefunc_Toggle_Crouch))
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{
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{
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pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
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pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
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if (crouchable)
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if (crouchable)
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CONTROL_ClearButton(gamefunc_Crouch_Toggle);
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CONTROL_ClearButton(gamefunc_Toggle_Crouch);
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}
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}
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if (BUTTON(gamefunc_Crouch) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
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if (BUTTON(gamefunc_Crouch) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
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pPlayer->crouch_toggle = 0;
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pPlayer->crouch_toggle = 0;
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int const crouching = BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Crouch_Toggle) || pPlayer->crouch_toggle;
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int const crouching = BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle;
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localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);
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localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);
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