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authorSimon Howard2007-03-09 22:20:28 +0000
committerSimon Howard2007-03-09 22:20:28 +0000
commit7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54 (patch)
treee15b53c1baa3e6611dfdcffd4a45d88bcb076e05 /src/p_setup.h
parentf6d6e5fc7b00c79382416a99d7e7548d7dd71185 (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
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