[Change] Gave afterburn it's own keybind (for joysticks).
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11
src/input.c
11
src/input.c
@ -31,7 +31,7 @@ static Keybind** input_keybinds; /**< Contains the players keybindings. */
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/* Name of each keybinding. */
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const char* keybindNames[] = {
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/* Movement. */
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"accel", "left", "right", "reverse",
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"accel", "left", "right", "reverse", "afterburn",
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/* Targetting. */
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"target", "target_nearest", "target_hostile",
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/* Fighting. */
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@ -52,8 +52,6 @@ unsigned int input_afterburnSensibility = 200; /**< ms between taps to afterbur
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/* From player.c */
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extern double player_turn;
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extern unsigned int player_target;
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/* Grabbed from main.c */
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extern int show_fps;
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/**
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@ -64,6 +62,7 @@ extern int show_fps;
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void input_setDefault(void) {
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/* Movement. */
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input_setKeybind("accel", KEYBIND_KEYBOARD, SDLK_w, 0);
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input_setKeybind("afterburn", KEYBIND_KEYBOARD, SDLK_UNKNOWN, 0); /* Not set. */
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input_setKeybind("left", KEYBIND_KEYBOARD, SDLK_a, 0);
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input_setKeybind("right", KEYBIND_KEYBOARD, SDLK_d, 0);
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input_setKeybind("reverse", KEYBIND_KEYBOARD, SDLK_s, 0);
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@ -203,6 +202,10 @@ static void input_key(int keynum, double value, int kabs) {
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if(value == KEY_PRESS) input_accelLast = t;
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}
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else if(KEY("afterburn") && INGAME() && NOHYP()) {
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if(value == KEY_PRESS) player_afterburn();
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else if(value == KEY_RELEASE) player_afterburnOver();
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}
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/* Turning left. */
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else if(KEY("left")) {
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player_abortAutonav();
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@ -212,7 +215,7 @@ static void input_key(int keynum, double value, int kabs) {
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if(kabs) { player_turn = -value; }
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else { player_turn -= value; }
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if(player_turn < -1.) { player_turn = -1.; }/* Make sure value is sane. */
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if(player_turn < -1.) player_turn = -1.; /* Make sure value is sane. */
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}
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/* Turning right. */
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else if(KEY("right")) {
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