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author | Simon Howard | 2007-03-09 22:20:28 +0000 |
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committer | Simon Howard | 2007-03-09 22:20:28 +0000 |
commit | 7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54 (patch) | |
tree | e15b53c1baa3e6611dfdcffd4a45d88bcb076e05 /src/p_setup.h | |
parent | f6d6e5fc7b00c79382416a99d7e7548d7dd71185 (diff) | |
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Partially revert the last change. I'm going with a mixed approach for
handling key mappings. Chocolate Doom will use the original (broken)
Doom behavior, in that keys will be unmapped. A German user will have to
type "IDMZPOS", for example. However, when actually entering text, for
savegame names and multiplayer chat, the mapped character will be used.
The reasoning here is that Vanilla users will be used to pressing the
wrong keys, but it can never be desirable to use the wrong mappings when
typing in text.
Subversion-branch: /trunk/chocolate-doom
Subversion-revision: 848
Diffstat (limited to 'src/p_setup.h')
0 files changed, 0 insertions, 0 deletions