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fix: port: xbla-style quick detonate fix
- adds A + X to list of quick-detonate keybinds: correct xbla behavior for quick detonating per the xbox implementation
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@@ -62,22 +62,22 @@ Note that the mouse only controls player 1.
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Controls can be rebound in `pd.ini`. Default control scheme is as follows:
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| Action | Keyboard and mouse | Xbox pad | N64 pad |
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| - | - | - | - |
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| Fire / Accept | LMB/Space | RT | Z Trigger |
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| Aim mode | RMB/Z | LT | R Trigger |
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| Use / Cancel | E | N/A | B |
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| Use / Accept | N/A | A | A |
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| Crouch cycle | N/A | L3 | `0x80000000` (Extra) |
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| Half-Crouch | Shift | N/A | `0x40000000` (Extra) |
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| Full-Crouch | Control | N/A | `0x20000000` (Extra) |
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| Reload | R | X | X `(0x40)` |
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| Previous weapon | Mousewheel forward | B | D-Left |
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| Next weapon | Mousewheel back | Y | Y `(0x80)` |
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| Radial menu | Q | LB | D-Down |
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| Alt fire mode | F | RB | L Trigger |
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| Alt-fire oneshot | F + LMB or E + LMB | A + RT or RB + RT | A + Z, L + Z |
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| Quick-detonate | E + Q | A + B | A + D-Left |
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| Action | Keyboard and mouse | Xbox pad | N64 pad |
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| - | - | - | - |
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| Fire / Accept | LMB/Space | RT | Z Trigger |
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| Aim mode | RMB/Z | LT | R Trigger |
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| Use / Cancel | E | N/A | B |
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| Use / Accept | N/A | A | A |
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| Crouch cycle | N/A | L3 | `0x80000000` (Extra) |
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| Half-Crouch | Shift | N/A | `0x40000000` (Extra) |
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| Full-Crouch | Control | N/A | `0x20000000` (Extra) |
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| Reload | R | X | X `(0x40)` |
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| Previous weapon | Mousewheel forward | B | D-Left |
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| Next weapon | Mousewheel back | Y | Y `(0x80)` |
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| Radial menu | Q | LB | D-Down |
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| Alt fire mode | F | RB | L Trigger |
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| Alt-fire oneshot | `F + LMB` or `E + LMB` | `A + RT`` or 'RB + RT` | `A + Z` or `L + Z` |
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| Quick-detonate | `E + Q` or `E + R` | `A + B` or `A + X` | `A + D-Left`or `A + 0x40` |
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## Building
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+1
-1
@@ -1748,7 +1748,7 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i
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g_Vars.currentplayer->usedowntime = -2;
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}
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#else
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bgunProcessQuickDetonate(&movedata, c1buttons, c1buttonsthisframe, (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE), (BUTTON_WPNBACK | BUTTON_RADIAL));
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bgunProcessQuickDetonate(&movedata, c1buttons, c1buttonsthisframe, (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE), (BUTTON_WPNBACK | BUTTON_RADIAL | BUTTON_RELOAD));
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#endif
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}
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