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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/st_stuff.c | |
parent | f6d6e5fc7b00c79382416a99d7e7548d7dd71185 (diff) | |
download | chocolate-doom-7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54.tar.gz chocolate-doom-7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54.tar.bz2 chocolate-doom-7ebeb39398f0e7fbdda6393ef2a251b0f2a42f54.zip |
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.c | 22 |
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; |