port: don't nuke all binds when resetting one player

This commit is contained in:
fgsfds committed 2023-11-26 19:05:13 +01:00
1 parent d3a2ed216a
commit 94e8e1b5e7
1 file changed
+7 -5
+7 -5
View File
@@ -234,7 +234,7 @@ void inputSetDefaultKeyBinds(s32 cidx, s32 n64mode)
{ CK_DPAD_R, SDL_CONTROLLER_BUTTON_DPAD_RIGHT },
};
memset(binds, 0, sizeof(binds));
memset(binds[cidx], 0, sizeof(binds[cidx]));
const u32 (*kbbinds)[3];
const u32 (*joybinds)[2];
@@ -252,10 +252,12 @@ void inputSetDefaultKeyBinds(s32 cidx, s32 n64mode)
numjoybinds = sizeof(pcjoybinds) / sizeof(pcjoybinds[0]);
}
for (u32 i = 0; i < numkbbinds; ++i) {
for (s32 j = 1; j < 3; ++j) {
if (kbbinds[i][j]) {
inputKeyBind(0, kbbinds[i][0], j - 1, kbbinds[i][j]);
if (cidx == 0) {
for (u32 i = 0; i < numkbbinds; ++i) {
for (s32 j = 1; j < 3; ++j) {
if (kbbinds[i][j]) {
inputKeyBind(cidx, kbbinds[i][0], j - 1, kbbinds[i][j]);
}
}
}
}