- restored keybinds setup to the original procedure as defined by ZDoom.

Looks like some parts were missed when this was integrated piece by piece.
This commit is contained in:
Christoph Oelckers 2019-12-30 12:42:11 +01:00
parent c3d48c9a82
commit b34f3637ab
3 changed files with 1 additions and 4 deletions

View file

@ -703,12 +703,10 @@ void C_BindDefaults()
CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
}
#if 0
CCMD(binddefaults)
{
C_BindDefaults();
}
#endif
void C_SetDefaultBindings()
{

View file

@ -319,7 +319,7 @@ void FGameConfigFile::DoKeySetup(const char *gamename)
subsection = section + countof(section) - sublen - 1;
section[countof(section) - 1] = '\0';
//C_SetDefaultBindings ();
C_SetDefaultBindings ();
const char* key, * value;
for (int i = 0; binders[i].label != NULL; ++i)

View file

@ -589,7 +589,6 @@ int RunGame()
TileFiles.AddArt(addArt);
inputState.ClearAllInput();
CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "engine/origbinds.txt" : cl_defaultconfiguration == 2 ? "engine/leftbinds.txt" : "engine/defbinds.txt");
if (!GameConfig->IsInitialized())
{