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- restored keybinds setup to the original procedure as defined by ZDoom.
Looks like some parts were missed when this was integrated piece by piece.
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c3d48c9a82
commit
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3 changed files with 1 additions and 4 deletions
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@ -703,12 +703,10 @@ void C_BindDefaults()
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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}
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}
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#if 0
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CCMD(binddefaults)
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CCMD(binddefaults)
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{
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{
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C_BindDefaults();
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C_BindDefaults();
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}
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}
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#endif
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void C_SetDefaultBindings()
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void C_SetDefaultBindings()
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{
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{
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@ -319,7 +319,7 @@ void FGameConfigFile::DoKeySetup(const char *gamename)
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subsection = section + countof(section) - sublen - 1;
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subsection = section + countof(section) - sublen - 1;
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section[countof(section) - 1] = '\0';
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section[countof(section) - 1] = '\0';
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//C_SetDefaultBindings ();
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C_SetDefaultBindings ();
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const char* key, * value;
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const char* key, * value;
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for (int i = 0; binders[i].label != NULL; ++i)
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for (int i = 0; binders[i].label != NULL; ++i)
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@ -589,7 +589,6 @@ int RunGame()
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TileFiles.AddArt(addArt);
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TileFiles.AddArt(addArt);
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inputState.ClearAllInput();
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inputState.ClearAllInput();
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
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if (!GameConfig->IsInitialized())
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if (!GameConfig->IsInitialized())
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{
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{
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