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authorSimon Howard2007-03-09 22:20:28 +0000
committerSimon Howard2007-03-09 22:20:28 +0000
commit7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54 (patch)
treee15b53c1baa3e6611dfdcffd4a45d88bcb076e05 /src/st_stuff.c
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
Diffstat (limited to 'src/st_stuff.c')
-rw-r--r--src/st_stuff.c22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/st_stuff.c b/src/st_stuff.c
index b82504af..b8e636c5 100644
--- a/src/st_stuff.c
+++ b/src/st_stuff.c
@@ -474,7 +474,7 @@ ST_Responder (event_t* ev)
if (!netgame && gameskill != sk_nightmare)
{
// 'dqd' cheat for toggleable god mode
- if (cht_CheckCheat(&cheat_god, ev->data2))
+ if (cht_CheckCheat(&cheat_god, ev->data1))
{
plyr->cheats ^= CF_GODMODE;
if (plyr->cheats & CF_GODMODE)
@@ -489,7 +489,7 @@ ST_Responder (event_t* ev)
plyr->message = DEH_String(STSTR_DQDOFF);
}
// 'fa' cheat for killer fucking arsenal
- else if (cht_CheckCheat(&cheat_ammonokey, ev->data2))
+ else if (cht_CheckCheat(&cheat_ammonokey, ev->data1))
{
plyr->armorpoints = deh_idfa_armor;
plyr->armortype = deh_idfa_armor_class;
@@ -503,7 +503,7 @@ ST_Responder (event_t* ev)
plyr->message = DEH_String(STSTR_FAADDED);
}
// 'kfa' cheat for key full ammo
- else if (cht_CheckCheat(&cheat_ammo, ev->data2))
+ else if (cht_CheckCheat(&cheat_ammo, ev->data1))
{
plyr->armorpoints = deh_idkfa_armor;
plyr->armortype = deh_idkfa_armor_class;
@@ -520,7 +520,7 @@ ST_Responder (event_t* ev)
plyr->message = DEH_String(STSTR_KFAADDED);
}
// 'mus' cheat for changing music
- else if (cht_CheckCheat(&cheat_mus, ev->data2))
+ else if (cht_CheckCheat(&cheat_mus, ev->data1))
{
char buf[3];
@@ -549,9 +549,9 @@ ST_Responder (event_t* ev)
}
}
else if ( (gamemission == doom
- && cht_CheckCheat(&cheat_noclip, ev->data2))
+ && cht_CheckCheat(&cheat_noclip, ev->data1))
|| (gamemission != doom
- && cht_CheckCheat(&cheat_commercial_noclip,ev->data2)))
+ && cht_CheckCheat(&cheat_commercial_noclip,ev->data1)))
{
// Noclip cheat.
// For Doom 1, use the idspipsopd cheat; for all others, use
@@ -567,7 +567,7 @@ ST_Responder (event_t* ev)
// 'behold?' power-up cheats
for (i=0;i<6;i++)
{
- if (cht_CheckCheat(&cheat_powerup[i], ev->data2))
+ if (cht_CheckCheat(&cheat_powerup[i], ev->data1))
{
if (!plyr->powers[i])
P_GivePower( plyr, i);
@@ -581,19 +581,19 @@ ST_Responder (event_t* ev)
}
// 'behold' power-up menu
- if (cht_CheckCheat(&cheat_powerup[6], ev->data2))
+ if (cht_CheckCheat(&cheat_powerup[6], ev->data1))
{
plyr->message = DEH_String(STSTR_BEHOLD);
}
// 'choppers' invulnerability & chainsaw
- else if (cht_CheckCheat(&cheat_choppers, ev->data2))
+ else if (cht_CheckCheat(&cheat_choppers, ev->data1))
{
plyr->weaponowned[wp_chainsaw] = true;
plyr->powers[pw_invulnerability] = true;
plyr->message = DEH_String(STSTR_CHOPPERS);
}
// 'mypos' for player position
- else if (cht_CheckCheat(&cheat_mypos, ev->data2))
+ else if (cht_CheckCheat(&cheat_mypos, ev->data1))
{
static char buf[ST_MSGWIDTH];
sprintf(buf, "ang=0x%x;x,y=(0x%x,0x%x)",
@@ -605,7 +605,7 @@ ST_Responder (event_t* ev)
}
// 'clev' change-level cheat
- if (cht_CheckCheat(&cheat_clev, ev->data2))
+ if (cht_CheckCheat(&cheat_clev, ev->data1))
{
char buf[3];
int epsd;