diff --git a/README.md b/README.md index 4db9b92ab..58ce13c3e 100644 --- a/README.md +++ b/README.md @@ -62,22 +62,22 @@ Note that the mouse only controls player 1. Controls can be rebound in `pd.ini`. Default control scheme is as follows: -| Action | Keyboard and mouse | Xbox pad | N64 pad | -| - | - | - | - | -| Fire / Accept | LMB/Space | RT | Z Trigger | -| Aim mode | RMB/Z | LT | R Trigger | -| Use / Cancel | E | N/A | B | -| Use / Accept | N/A | A | A | -| Crouch cycle | N/A | L3 | `0x80000000` (Extra) | -| Half-Crouch | Shift | N/A | `0x40000000` (Extra) | -| Full-Crouch | Control | N/A | `0x20000000` (Extra) | -| Reload | R | X | X `(0x40)` | -| Previous weapon | Mousewheel forward | B | D-Left | -| Next weapon | Mousewheel back | Y | Y `(0x80)` | -| Radial menu | Q | LB | D-Down | -| Alt fire mode | F | RB | L Trigger | -| Alt-fire oneshot | F + LMB or E + LMB | A + RT or RB + RT | A + Z, L + Z | -| Quick-detonate | E + Q | A + B | A + D-Left | +| Action | Keyboard and mouse | Xbox pad | N64 pad | +| - | - | - | - | +| Fire / Accept | LMB/Space | RT | Z Trigger | +| Aim mode | RMB/Z | LT | R Trigger | +| Use / Cancel | E | N/A | B | +| Use / Accept | N/A | A | A | +| Crouch cycle | N/A | L3 | `0x80000000` (Extra) | +| Half-Crouch | Shift | N/A | `0x40000000` (Extra) | +| Full-Crouch | Control | N/A | `0x20000000` (Extra) | +| Reload | R | X | X `(0x40)` | +| Previous weapon | Mousewheel forward | B | D-Left | +| Next weapon | Mousewheel back | Y | Y `(0x80)` | +| Radial menu | Q | LB | D-Down | +| Alt fire mode | F | RB | L Trigger | +| Alt-fire oneshot | `F + LMB` or `E + LMB` | `A + RT`` or 'RB + RT` | `A + Z` or `L + Z` | +| Quick-detonate | `E + Q` or `E + R` | `A + B` or `A + X` | `A + D-Left`or `A + 0x40` | ## Building diff --git a/src/game/activemenutick.c b/src/game/activemenutick.c index 6638ad876..23554f857 100644 --- a/src/game/activemenutick.c +++ b/src/game/activemenutick.c @@ -48,8 +48,6 @@ void amTick(void) s8 gotonextscreen = false; s8 cstickx = joyGetStickXOnSample(j, contpadnum); s8 csticky = joyGetStickYOnSample(j, contpadnum); - s8 crstickx = joyGetRStickXOnSample(j, contpadnum); - s8 crsticky = joyGetRStickYOnSample(j, contpadnum); #ifdef AVOID_UB // if cstickx is -128, it will get negated and stored into absstickx, negating it again if it's 8 bit s32 absstickx; @@ -75,8 +73,8 @@ void amTick(void) g_AmMenus[g_AmIndex].allbots = false; #ifndef PLATFORM_N64 - s32 newstickx = (s32)cstickx + (s32)crstickx; - s32 newsticky = (s32)csticky + (s32)crsticky; + s32 newstickx = (s32)cstickx; + s32 newsticky = (s32)csticky; if (j == 0 && g_Vars.currentplayernum == 0 && inputMouseIsLocked()) { f32 mdx, mdy; struct activemenu *am = &g_AmMenus[g_AmIndex]; @@ -98,8 +96,6 @@ void amTick(void) buttonsstate = buttonsstate & D_JPAD; cstickx = 0; csticky = 0; - crstickx = 0; - crsticky = 0; buttonspressed = 0; } diff --git a/src/game/bondmove.c b/src/game/bondmove.c index a7ea7dfbe..47e778af6 100644 --- a/src/game/bondmove.c +++ b/src/game/bondmove.c @@ -1748,7 +1748,7 @@ void bmoveProcessInput(bool allowc1x, bool allowc1y, bool allowc1buttons, bool i g_Vars.currentplayer->usedowntime = -2; } #else - bgunProcessQuickDetonate(&movedata, c1buttons, c1buttonsthisframe, (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE), (BUTTON_WPNBACK | BUTTON_RADIAL)); + bgunProcessQuickDetonate(&movedata, c1buttons, c1buttonsthisframe, (BUTTON_CANCEL_USE | BUTTON_ACCEPT_USE), (BUTTON_WPNBACK | BUTTON_RADIAL | BUTTON_RELOAD)); #endif }