[Scummvm-git-logs] scummvm master -> 9c87b81d77f8c6cdb8b1879bac1aefa06dc0b489
mduggan
noreply at scummvm.org
Mon Nov 22 06:05:20 UTC 2021
This automated email contains information about 3 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
763e498384 ULTIMA8: Small type cleanup for utils.
bddd829b00 ULTIMA8: Add Drop Weapon key for No Remorse (fixes #13082)
9c87b81d77 ULTIMA8: Add basic numpad mappings for Crusader games
Commit: 763e4983848e9e669f6edd72098250e7897ab433
https://github.com/scummvm/scummvm/commit/763e4983848e9e669f6edd72098250e7897ab433
Author: Matthew Duggan (mgithub at guarana.org)
Date: 2021-11-22T15:03:50+09:00
Commit Message:
ULTIMA8: Small type cleanup for utils.
Changed paths:
engines/ultima/ultima8/misc/debugger.cpp
engines/ultima/ultima8/misc/debugger.h
engines/ultima/ultima8/misc/util.cpp
engines/ultima/ultima8/misc/util.h
diff --git a/engines/ultima/ultima8/misc/debugger.cpp b/engines/ultima/ultima8/misc/debugger.cpp
index cb75c3547c..5c10e7ea4a 100644
--- a/engines/ultima/ultima8/misc/debugger.cpp
+++ b/engines/ultima/ultima8/misc/debugger.cpp
@@ -214,14 +214,14 @@ Debugger::~Debugger() {
}
-void Debugger::executeCommand(const ArgsType &args) {
- ArgvType argv;
+void Debugger::executeCommand(const Common::String &args) {
+ Common::Array<Common::String> argv;
StringToArgv(args, argv);
executeCommand(argv);
}
-void Debugger::executeCommand(const ArgvType &argv) {
+void Debugger::executeCommand(const Common::Array<Common::String> &argv) {
if (argv.empty())
return;
diff --git a/engines/ultima/ultima8/misc/debugger.h b/engines/ultima/ultima8/misc/debugger.h
index a3fa63ee11..72271da888 100644
--- a/engines/ultima/ultima8/misc/debugger.h
+++ b/engines/ultima/ultima8/misc/debugger.h
@@ -125,9 +125,6 @@ extern console_err_ostream<char> *pperr;
* Debugger base class
*/
class Debugger : public Shared::Debugger {
-public:
- typedef Common::String ArgsType;
- typedef Std::vector<ArgsType> ArgvType;
private:
// Standard Output Stream Object
console_ostream<char> _strOut;
@@ -283,8 +280,8 @@ public:
Debugger();
~Debugger() override;
- void executeCommand(const ArgsType &args);
- void executeCommand(const ArgvType &argv);
+ void executeCommand(const Common::String &args);
+ void executeCommand(const Common::Array<Common::String> &argv);
};
extern Debugger *g_debugger;
diff --git a/engines/ultima/ultima8/misc/util.cpp b/engines/ultima/ultima8/misc/util.cpp
index f93a340246..79a2fa7943 100644
--- a/engines/ultima/ultima8/misc/util.cpp
+++ b/engines/ultima/ultima8/misc/util.cpp
@@ -26,7 +26,7 @@
namespace Ultima {
namespace Ultima8 {
-template<class T> void StringToArgv(const T &args, Std::vector<T> &argv) {
+template<class T> void StringToArgv(const T &args, Common::Array<T> &argv) {
// Clear the vector
argv.clear();
@@ -87,9 +87,7 @@ template<class T> void StringToArgv(const T &args, Std::vector<T> &argv) {
if (!arg.empty()) argv.push_back(arg);
}
-template void StringToArgv<Std::string>(const Std::string &args, Std::vector<Std::string> &argv);
-template void StringToArgv<istring>(const istring &args, Std::vector<istring> &argv);
-template void StringToArgv<Common::String>(const Common::String &args, Std::vector<Common::String> &argv);
+template void StringToArgv<Common::String>(const Common::String &args, Common::Array<Common::String> &argv);
template<class T> void ArgvToString(const Std::vector<T> &argv, T &args) {
// Clear the string
@@ -125,8 +123,6 @@ template<class T> void ArgvToString(const Std::vector<T> &argv, T &args) {
}
}
-template void ArgvToString<Std::string>(const Std::vector<Std::string> &argv, Std::string &args);
-template void ArgvToString<istring>(const Std::vector<istring> &argv, istring &args);
template void ArgvToString<Common::String>(const Std::vector<Common::String> &argv, Common::String &args);
template<class T> void TrimSpaces(T &str) {
diff --git a/engines/ultima/ultima8/misc/util.h b/engines/ultima/ultima8/misc/util.h
index 8211625b8f..7c74b17e84 100644
--- a/engines/ultima/ultima8/misc/util.h
+++ b/engines/ultima/ultima8/misc/util.h
@@ -28,8 +28,8 @@
namespace Ultima {
namespace Ultima8 {
-template<class T> void StringToArgv(const T &args, Std::vector<T> &argv);
-template<class T> void ArgvToString(const Std::vector<T> &argv, T &args);
+template<class T> void StringToArgv(const T &args, Common::Array<T> &argv);
+template<class T> void ArgvToString(const Common::Array<T> &argv, T &args);
template<class T> void TrimSpaces(T &str);
Commit: bddd829b00917be528ba2291f930f101574f41b7
https://github.com/scummvm/scummvm/commit/bddd829b00917be528ba2291f930f101574f41b7
Author: Matthew Duggan (mgithub at guarana.org)
Date: 2021-11-22T15:03:50+09:00
Commit Message:
ULTIMA8: Add Drop Weapon key for No Remorse (fixes #13082)
Changed paths:
engines/ultima/ultima8/meta_engine.cpp
engines/ultima/ultima8/meta_engine.h
engines/ultima/ultima8/misc/debugger.cpp
engines/ultima/ultima8/misc/debugger.h
engines/ultima/ultima8/world/actors/main_actor.cpp
engines/ultima/ultima8/world/actors/main_actor.h
diff --git a/engines/ultima/ultima8/meta_engine.cpp b/engines/ultima/ultima8/meta_engine.cpp
index fc1743d5cd..e4e1485c2e 100644
--- a/engines/ultima/ultima8/meta_engine.cpp
+++ b/engines/ultima/ultima8/meta_engine.cpp
@@ -82,6 +82,8 @@ static const KeybindingRecord CRUSADER_KEYS[] = {
{ ACTION_USE_MEDIKIT, "USE_MEDIKIT", "Use Medical Kit", "MainActor::useMedikit", nullptr, "m", nullptr },
{ ACTION_USE_ENERGYCUBE, "USE_ENERGYCUBE", "Use Energy Cube", "MainActor::useEnergyCube", nullptr, "e", nullptr },
{ ACTION_DETONATE_BOMB, "DETONATE_BOMB", "Detonate Bomb", "MainActor::detonateBomb", nullptr, "b", nullptr },
+ // TODO: The same key should be "use datalink" in no regret.
+ { ACTION_DROP_WEAPON, "DROP_WEAPON", "Drop Weapon", "MainActor::dropWeapon", nullptr, "C+d", nullptr },
{ ACTION_SELECT_ITEMS, "SELECT_ITEM", "Select Item", "ItemSelectionProcess::startSelection", nullptr, "s", nullptr },
{ ACTION_USE_SELECTION, "USE_SELECTION", "Use Selection", "ItemSelectionProcess::useSelectedItem", nullptr, "RETURN", nullptr },
{ ACTION_GRAB_ITEMS, "GRAB_ITEM", "Grab Items", "ItemSelectionProcess::grabItems", nullptr, "g", nullptr },
diff --git a/engines/ultima/ultima8/meta_engine.h b/engines/ultima/ultima8/meta_engine.h
index 0f3779e1cc..8dcff6b7f7 100644
--- a/engines/ultima/ultima8/meta_engine.h
+++ b/engines/ultima/ultima8/meta_engine.h
@@ -34,12 +34,12 @@ enum KeybindingAction {
ACTION_BACKPACK, ACTION_KEYRING, ACTION_MINIMAP, ACTION_RECALL,
ACTION_INVENTORY, ACTION_NEXT_WEAPON, ACTION_NEXT_INVENTORY,
ACTION_USE_INVENTORY, ACTION_USE_MEDIKIT, ACTION_USE_ENERGYCUBE,
- ACTION_SELECT_ITEMS, ACTION_DETONATE_BOMB, ACTION_USE_SELECTION,
- ACTION_GRAB_ITEMS, ACTION_MENU, ACTION_CLOSE_GUMPS, ACTION_HIGHLIGHT_ITEMS,
- ACTION_TOGGLE_TOUCHING, ACTION_JUMP, ACTION_TURN_LEFT, ACTION_TURN_RIGHT,
- ACTION_MOVE_FORWARD, ACTION_MOVE_BACK, ACTION_MOVE_UP, ACTION_MOVE_DOWN,
- ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_RUN, ACTION_MOVE_STEP,
- ACTION_ATTACK, ACTION_CAMERA_AVATAR,
+ ACTION_SELECT_ITEMS, ACTION_DETONATE_BOMB, ACTION_DROP_WEAPON,
+ ACTION_USE_SELECTION, ACTION_GRAB_ITEMS, ACTION_MENU, ACTION_CLOSE_GUMPS,
+ ACTION_HIGHLIGHT_ITEMS, ACTION_TOGGLE_TOUCHING, ACTION_JUMP, ACTION_TURN_LEFT,
+ ACTION_TURN_RIGHT, ACTION_MOVE_FORWARD, ACTION_MOVE_BACK, ACTION_MOVE_UP,
+ ACTION_MOVE_DOWN, ACTION_MOVE_LEFT, ACTION_MOVE_RIGHT, ACTION_MOVE_RUN,
+ ACTION_MOVE_STEP, ACTION_ATTACK, ACTION_CAMERA_AVATAR,
ACTION_CLIPPING, ACTION_DEC_SORT_ORDER,
ACTION_INC_SORT_ORDER, ACTION_QUICK_MOVE_ASCEND, ACTION_QUICK_MOVE_DESCEND,
diff --git a/engines/ultima/ultima8/misc/debugger.cpp b/engines/ultima/ultima8/misc/debugger.cpp
index 5c10e7ea4a..29f0b7f318 100644
--- a/engines/ultima/ultima8/misc/debugger.cpp
+++ b/engines/ultima/ultima8/misc/debugger.cpp
@@ -158,6 +158,7 @@ Debugger::Debugger() : Shared::Debugger() {
registerCmd("MainActor::useMedikit", WRAP_METHOD(Debugger, cmdUseMedikit));
registerCmd("MainActor::useEnergyCube", WRAP_METHOD(Debugger, cmdUseEnergyCube));
registerCmd("MainActor::detonateBomb", WRAP_METHOD(Debugger, cmdDetonateBomb));
+ registerCmd("MainActor::dropWeapon", WRAP_METHOD(Debugger, cmdDropWeapon));
registerCmd("MainActor::toggleCombat", WRAP_METHOD(Debugger, cmdToggleCombat));
registerCmd("ItemSelectionProcess::startSelection", WRAP_METHOD(Debugger, cmdStartSelection));
registerCmd("ItemSelectionProcess::useSelectedItem", WRAP_METHOD(Debugger, cmdUseSelection));
@@ -1149,6 +1150,22 @@ bool Debugger::cmdDetonateBomb(int argc, const char **argv) {
return false;
}
+bool Debugger::cmdDropWeapon(int argc, const char **argv) {
+ if (Ultima8Engine::get_instance()->isAvatarInStasis()) {
+ debugPrintf("Can't drop weapon: avatarInStasis\n");
+ return false;
+ }
+
+ // Only if controlling avatar.
+ if (!_isAvatarControlled()) {
+ return false;
+ }
+
+ MainActor *av = getMainActor();
+ av->dropWeapon();
+ return false;
+}
+
bool Debugger::cmdUseInventory(int argc, const char **argv) {
if (Ultima8Engine::get_instance()->isAvatarInStasis()) {
debugPrintf("Can't use inventory: avatarInStasis\n");
diff --git a/engines/ultima/ultima8/misc/debugger.h b/engines/ultima/ultima8/misc/debugger.h
index 72271da888..2fab1961f0 100644
--- a/engines/ultima/ultima8/misc/debugger.h
+++ b/engines/ultima/ultima8/misc/debugger.h
@@ -223,6 +223,7 @@ private:
bool cmdUseMedikit(int argc, const char **argv);
bool cmdUseEnergyCube(int argc, const char **argv);
bool cmdDetonateBomb(int argc, const char **argv);
+ bool cmdDropWeapon(int argc, const char **argv);
bool cmdStartSelection(int argc, const char **argv);
bool cmdUseSelection(int argc, const char **argv);
bool cmdGrabItems(int argc, const char **argv);
diff --git a/engines/ultima/ultima8/world/actors/main_actor.cpp b/engines/ultima/ultima8/world/actors/main_actor.cpp
index 575b866779..55ea3d409d 100644
--- a/engines/ultima/ultima8/world/actors/main_actor.cpp
+++ b/engines/ultima/ultima8/world/actors/main_actor.cpp
@@ -736,6 +736,17 @@ void MainActor::nextWeapon() {
}
}
+void MainActor::dropWeapon() {
+ uint16 oldweapon = _activeWeapon;
+ Item *wpn = getItem(oldweapon);
+ if (!wpn || (wpn->getShape() == 0x32e && World::get_instance()->getGameDifficulty() < 2))
+ return;
+
+ nextWeapon();
+ removeItem(wpn);
+ wpn->move(_x, _y, _z);
+}
+
void MainActor::nextInvItem() {
Std::vector<Item *> items;
getItemsWithShapeFamily(items, ShapeInfo::SF_CRUINVITEM, true);
@@ -1064,9 +1075,7 @@ void MainActor::detonateBomb() {
continue;
founditem->callUsecodeEvent_use();
}
- return;
}
-
} // End of namespace Ultima8
} // End of namespace Ultima
diff --git a/engines/ultima/ultima8/world/actors/main_actor.h b/engines/ultima/ultima8/world/actors/main_actor.h
index f19f2080a7..eed5846c85 100644
--- a/engines/ultima/ultima8/world/actors/main_actor.h
+++ b/engines/ultima/ultima8/world/actors/main_actor.h
@@ -153,6 +153,9 @@ public:
//! Swap to the next inventory item (Crusader)
void nextInvItem();
+ //! Drop the current weapon (Crusader)
+ void dropWeapon();
+
//! Check if we can absorb a hit with the shield. Returns the modified damage value.
int receiveShieldHit(int damage, uint16 damage_type) override;
Commit: 9c87b81d77f8c6cdb8b1879bac1aefa06dc0b489
https://github.com/scummvm/scummvm/commit/9c87b81d77f8c6cdb8b1879bac1aefa06dc0b489
Author: Matthew Duggan (mgithub at guarana.org)
Date: 2021-11-22T15:03:50+09:00
Commit Message:
ULTIMA8: Add basic numpad mappings for Crusader games
Not a complete reimplementation of the original behavior. The original swapped
between absolute and relative movement using capslock status, but for now this
adds at least *a* mapping for the keys.
Changed paths:
engines/ultima/ultima8/meta_engine.cpp
diff --git a/engines/ultima/ultima8/meta_engine.cpp b/engines/ultima/ultima8/meta_engine.cpp
index e4e1485c2e..4629905a79 100644
--- a/engines/ultima/ultima8/meta_engine.cpp
+++ b/engines/ultima/ultima8/meta_engine.cpp
@@ -36,8 +36,8 @@ struct KeybindingRecord {
const char *_desc;
const char *_pressMethod;
const char *_releaseMethod;
- const char *_key;
- const char *_joy;
+ const char *_input1;
+ const char *_input2;
};
static const KeybindingRecord COMMON_KEYS[] = {
@@ -48,10 +48,10 @@ static const KeybindingRecord COMMON_KEYS[] = {
{ ACTION_MENU, "MENU", "Game Menu", "MenuGump::showMenu", nullptr, "ESCAPE", "JOY_Y" },
{ ACTION_HIGHLIGHT_ITEMS, "HIGHLIGHT_ITEMS", "Show Highlight Items", "GameMapGump::startHighlightItems", "GameMapGump::stopHighlightItems", "TAB", nullptr },
{ ACTION_TOGGLE_TOUCHING, "TOUCHING", "Show Touching Items", "GUIApp::toggleShowTouchingItems", nullptr, "h", nullptr },
- { ACTION_TURN_LEFT, "TURN_LEFT", "Turn Left", "AvatarMoverProcess::startTurnLeft", "AvatarMoverProcess::stopTurnLeft", "LEFT", nullptr },
- { ACTION_TURN_RIGHT, "TURN_RIGHT", "Turn Right", "AvatarMoverProcess::startTurnRight", "AvatarMoverProcess::stopTurnRight", "RIGHT", nullptr },
- { ACTION_MOVE_FORWARD, "MOVE_FORWARD", "Move Forward", "AvatarMoverProcess::startMoveForward", "AvatarMoverProcess::stopMoveForward", "UP", nullptr },
- { ACTION_MOVE_BACK, "MOVE_BACK", "Move Back", "AvatarMoverProcess::startMoveBack", "AvatarMoverProcess::stopMoveBack", "DOWN", nullptr },
+ { ACTION_TURN_LEFT, "TURN_LEFT", "Turn Left", "AvatarMoverProcess::startTurnLeft", "AvatarMoverProcess::stopTurnLeft", "LEFT", "KP4" },
+ { ACTION_TURN_RIGHT, "TURN_RIGHT", "Turn Right", "AvatarMoverProcess::startTurnRight", "AvatarMoverProcess::stopTurnRight", "RIGHT", "KP6" },
+ { ACTION_MOVE_FORWARD, "MOVE_FORWARD", "Move Forward", "AvatarMoverProcess::startMoveForward", "AvatarMoverProcess::stopMoveForward", "UP", "KP8" },
+ { ACTION_MOVE_BACK, "MOVE_BACK", "Move Back", "AvatarMoverProcess::startMoveBack", "AvatarMoverProcess::stopMoveBack", "DOWN", "KP2" },
{ ACTION_MOVE_UP, "MOVE_UP", "Move Up", "AvatarMoverProcess::startMoveUp", "AvatarMoverProcess::stopMoveUp", nullptr, "JOY_UP" },
{ ACTION_MOVE_DOWN, "MOVE_DOWN", "Move Down", "AvatarMoverProcess::startMoveDown", "AvatarMoverProcess::stopMoveDown", nullptr, "JOY_DOWN" },
{ ACTION_MOVE_LEFT, "MOVE_LEFT", "Move Left", "AvatarMoverProcess::startMoveLeft", "AvatarMoverProcess::stopMoveLeft", nullptr, "JOY_LEFT" },
@@ -76,20 +76,21 @@ static const KeybindingRecord U8_KEYS[] = {
};
static const KeybindingRecord CRUSADER_KEYS[] = {
- { ACTION_NEXT_WEAPON, "NEXT_WEAPON", "Next Weapon", "MainActor::nextWeapon", nullptr, "w", nullptr },
- { ACTION_NEXT_INVENTORY, "NEXT_INVENTORY", "Next Inventory Item", "MainActor::nextInvItem", nullptr, "i", nullptr },
- { ACTION_USE_INVENTORY, "USE_INVENTORY", "Use Inventroy Item", "MainActor::useInventoryItem", nullptr, "u", nullptr },
+ { ACTION_NEXT_WEAPON, "NEXT_WEAPON", "Next Weapon", "MainActor::nextWeapon", nullptr, "w", "KP_MULTIPLY" },
+ { ACTION_NEXT_INVENTORY, "NEXT_INVENTORY", "Next Inventory Item", "MainActor::nextInvItem", nullptr, "i", "KP_MINUS" },
+ { ACTION_USE_INVENTORY, "USE_INVENTORY", "Use Inventroy Item", "MainActor::useInventoryItem", nullptr, "u", "KP_PERIOD" },
{ ACTION_USE_MEDIKIT, "USE_MEDIKIT", "Use Medical Kit", "MainActor::useMedikit", nullptr, "m", nullptr },
{ ACTION_USE_ENERGYCUBE, "USE_ENERGYCUBE", "Use Energy Cube", "MainActor::useEnergyCube", nullptr, "e", nullptr },
{ ACTION_DETONATE_BOMB, "DETONATE_BOMB", "Detonate Bomb", "MainActor::detonateBomb", nullptr, "b", nullptr },
// TODO: The same key should be "use datalink" in no regret.
{ ACTION_DROP_WEAPON, "DROP_WEAPON", "Drop Weapon", "MainActor::dropWeapon", nullptr, "C+d", nullptr },
- { ACTION_SELECT_ITEMS, "SELECT_ITEM", "Select Item", "ItemSelectionProcess::startSelection", nullptr, "s", nullptr },
- { ACTION_USE_SELECTION, "USE_SELECTION", "Use Selection", "ItemSelectionProcess::useSelectedItem", nullptr, "RETURN", nullptr },
+ { ACTION_SELECT_ITEMS, "SELECT_ITEM", "Select Item", "ItemSelectionProcess::startSelection", nullptr, "s", "KP_PLUS" },
+ { ACTION_USE_SELECTION, "USE_SELECTION", "Use Selection", "ItemSelectionProcess::useSelectedItem", nullptr, "RETURN", "KP_ENTER" },
{ ACTION_GRAB_ITEMS, "GRAB_ITEM", "Grab Items", "ItemSelectionProcess::grabItems", nullptr, "g", nullptr },
- { ACTION_ATTACK, "ATTACK", "Attack", "AvatarMoverProcess::startAttack", "AvatarMoverProcess::stopAttack", "SPACE", nullptr },
+ { ACTION_ATTACK, "ATTACK", "Attack", "AvatarMoverProcess::startAttack", "AvatarMoverProcess::stopAttack", "SPACE", "KP0" },
{ ACTION_CAMERA_AVATAR, "CAMERA_AVATAR", "Focus Camera on Silencer", "CameraProcess::moveToAvatar", nullptr, "z", nullptr },
{ ACTION_JUMP, "JUMP", "Jump / Roll / Crouch", "AvatarMoverProcess::startJump", "AvatarMoverProcess::stopJump", "LCTRL", nullptr },
+ // TODO: MOVE_STEP should also be mapped to KP_DIVIDE?? Actually original key was advance, slightly different
{ ACTION_MOVE_STEP, "MOVE_STEP", "Side Step / Advance / Retreat", "AvatarMoverProcess::startMoveStep", "AvatarMoverProcess::stopMoveStep", "LALT", "JOY_RIGHT_SHOULDER" },
{ ACTION_NONE, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }
};
@@ -147,10 +148,10 @@ Common::KeymapArray MetaEngine::initKeymaps(const Common::String &gameId) {
for (const KeybindingRecord *r = COMMON_KEYS; r->_id; ++r) {
act = new Common::Action(r->_id, _(r->_desc));
act->setCustomEngineActionEvent(r->_action);
- if (r->_key)
- act->addDefaultInputMapping(r->_key);
- if (r->_joy)
- act->addDefaultInputMapping(r->_joy);
+ if (r->_input1)
+ act->addDefaultInputMapping(r->_input1);
+ if (r->_input2)
+ act->addDefaultInputMapping(r->_input2);
keyMap->addAction(act);
}
@@ -159,10 +160,10 @@ Common::KeymapArray MetaEngine::initKeymaps(const Common::String &gameId) {
for (const KeybindingRecord *r = game_keys; r->_id; ++r) {
act = new Common::Action(r->_id, _(r->_desc));
act->setCustomEngineActionEvent(r->_action);
- if (r->_key)
- act->addDefaultInputMapping(r->_key);
- if (r->_joy)
- act->addDefaultInputMapping(r->_joy);
+ if (r->_input1)
+ act->addDefaultInputMapping(r->_input1);
+ if (r->_input2)
+ act->addDefaultInputMapping(r->_input2);
keyMap->addAction(act);
}
@@ -174,10 +175,10 @@ Common::KeymapArray MetaEngine::initKeymaps(const Common::String &gameId) {
for (const KeybindingRecord *r = CHEAT_KEYS; r->_id; ++r) {
act = new Common::Action(r->_id, _(r->_desc));
act->setCustomEngineActionEvent(r->_action);
- if (r->_key)
- act->addDefaultInputMapping(r->_key);
- if (r->_joy)
- act->addDefaultInputMapping(r->_joy);
+ if (r->_input1)
+ act->addDefaultInputMapping(r->_input1);
+ if (r->_input2)
+ act->addDefaultInputMapping(r->_input2);
keyMap->addAction(act);
}
@@ -189,10 +190,10 @@ Common::KeymapArray MetaEngine::initKeymaps(const Common::String &gameId) {
for (const KeybindingRecord *r = DEBUG_KEYS; r->_id; ++r) {
act = new Common::Action(r->_id, _(r->_desc));
act->setCustomEngineActionEvent(r->_action);
- if (r->_key)
- act->addDefaultInputMapping(r->_key);
- if (r->_joy)
- act->addDefaultInputMapping(r->_joy);
+ if (r->_input1)
+ act->addDefaultInputMapping(r->_input1);
+ if (r->_input2)
+ act->addDefaultInputMapping(r->_input2);
keyMap->addAction(act);
}
#endif
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