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
This commit is contained in:
terminx 2019-08-29 19:00:47 +00:00 committed by Christoph Oelckers
parent e6cb2e4a8d
commit 4300eb1a66
5 changed files with 8 additions and 8 deletions

View file

@ -116,7 +116,7 @@ char gamefunctions[NUMGAMEFUNCTIONS][MAXGAMEFUNCLEN] =
"Quick_Load", "Quick_Load",
"Alt_Weapon", "Alt_Weapon",
"Third_Person_View", "Third_Person_View",
"Crouch_Toggle", "Toggle_Crouch",
}; };
#ifdef __SETUP__ #ifdef __SETUP__
@ -185,7 +185,7 @@ const char keydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =
"F9", "", "F9", "",
"", "", "", "",
"F7", "", "F7", "",
"", "", "C", "",
}; };
const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] = const char oldkeydefaults[NUMGAMEFUNCTIONS*2][MAXGAMEFUNCLEN] =

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@ -646,7 +646,7 @@ void CONFIG_SetGameControllerDefaultsStandard()
static GameControllerButtonSetting const buttons[] = static GameControllerButtonSetting const buttons[] =
{ {
{ GAMECONTROLLER_BUTTON_A, gamefunc_Jump }, { GAMECONTROLLER_BUTTON_A, gamefunc_Jump },
{ GAMECONTROLLER_BUTTON_B, gamefunc_Crouch_Toggle }, { GAMECONTROLLER_BUTTON_B, gamefunc_Toggle_Crouch },
{ GAMECONTROLLER_BUTTON_BACK, gamefunc_Map }, { GAMECONTROLLER_BUTTON_BACK, gamefunc_Map },
{ GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run }, { GAMECONTROLLER_BUTTON_LEFTSTICK, gamefunc_Run },
{ GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick }, { GAMECONTROLLER_BUTTON_RIGHTSTICK, gamefunc_Quick_Kick },

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@ -105,7 +105,7 @@ enum GameFunction_t
gamefunc_Quick_Load, gamefunc_Quick_Load,
gamefunc_Alt_Weapon, gamefunc_Alt_Weapon,
gamefunc_Third_Person_View, gamefunc_Third_Person_View,
gamefunc_Crouch_Toggle, gamefunc_Toggle_Crouch,
}; };
#ifdef __cplusplus #ifdef __cplusplus
} }

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@ -7394,5 +7394,5 @@ static void G_SetupGameButtons(void)
CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE); CONTROL_DefineFlag(gamefunc_Quick_Load, FALSE);
CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE); CONTROL_DefineFlag(gamefunc_Alt_Weapon,FALSE);
CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE); CONTROL_DefineFlag(gamefunc_Third_Person_View, FALSE);
CONTROL_DefineFlag(gamefunc_Crouch_Toggle, FALSE); CONTROL_DefineFlag(gamefunc_Toggle_Crouch, FALSE);
} }

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@ -3050,18 +3050,18 @@ void P_GetInput(int const playerNum)
int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0; int const sectorLotag = pPlayer->cursectnum != -1 ? sector[pPlayer->cursectnum].lotag : 0;
int const crouchable = pPlayer->on_ground && sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge); int const crouchable = pPlayer->on_ground && sectorLotag != 2 && (sectorLotag != 1 || pPlayer->spritebridge);
if (BUTTON(gamefunc_Crouch_Toggle)) if (BUTTON(gamefunc_Toggle_Crouch))
{ {
pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable; pPlayer->crouch_toggle = !pPlayer->crouch_toggle && crouchable;
if (crouchable) if (crouchable)
CONTROL_ClearButton(gamefunc_Crouch_Toggle); CONTROL_ClearButton(gamefunc_Toggle_Crouch);
} }
if (BUTTON(gamefunc_Crouch) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground)) if (BUTTON(gamefunc_Crouch) || pPlayer->jetpack_on || (!crouchable && pPlayer->on_ground))
pPlayer->crouch_toggle = 0; pPlayer->crouch_toggle = 0;
int const crouching = BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Crouch_Toggle) || pPlayer->crouch_toggle; int const crouching = BUTTON(gamefunc_Crouch) || BUTTON(gamefunc_Toggle_Crouch) || pPlayer->crouch_toggle;
localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH); localInput.bits |= (BUTTON(gamefunc_Jump) << SK_JUMP) | (crouching << SK_CROUCH);