From 1fd2db3614f9181c5b0a140a67c285a38f119ad5 Mon Sep 17 00:00:00 2001 From: mcmartin Date: Mon, 16 Jun 2003 02:09:31 +0000 Subject: [PATCH] Fixed the default keys to match the old default keys. Also provided some interim pointers in the manual for how to edit the configuration to taste. git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@979 8092fc87-c524-0410-9efc-e669fe64eaf9 --- sc2/doc/users/manual.txt | 11 +++++++---- sc2/src/sc2code/libs/input/sdl/input.c | 10 +++++----- 2 files changed, 12 insertions(+), 9 deletions(-) diff --git a/sc2/doc/users/manual.txt b/sc2/doc/users/manual.txt index 74a0709d8..15c3125d7 100644 --- a/sc2/doc/users/manual.txt +++ b/sc2/doc/users/manual.txt @@ -517,9 +517,9 @@ RIGHT SHIFT: Fire Primary Weapon CTRL: Fire Secondary Weapon -These controls are configurable by editing the key.cfg file which will be -copied to your personal directory for uqm data the first time you start the -game. +These controls are configurable by editing the key.cfg file which will +be automatically generated in your personal directory for uqm data the +first time you start the game. The location of this directory varies per system. On Microsoft Windows systems this is a folder named 'uqm' in the application data folder for the current user. @@ -531,5 +531,8 @@ This is usually in one of the following locations: - "C:\Documents and Settings\YourName\Application Data\" (Windows NT/XP) On Unix systems this personal uqm data is stored in "~/.uqm". -Later versions of The Ur-Quan Masters will include a key configuration tool. +Later versions of The Ur-Quan Masters will include a key configuration +tool. In the meantime, the "starcon.key" file in the root fo the +content directory has information about how to add support for +joysticks or remap keys. diff --git a/sc2/src/sc2code/libs/input/sdl/input.c b/sc2/src/sc2code/libs/input/sdl/input.c index 01aae6f59..39b50e395 100644 --- a/sc2/src/sc2code/libs/input/sdl/input.c +++ b/sc2/src/sc2code/libs/input/sdl/input.c @@ -227,11 +227,11 @@ TFB_CreateDefaultConfig (void) VControl_AddKeyBinding (SDLK_RCTRL, (int *)&ImmediateInputState.p1_special); VControl_AddKeyBinding (SDLK_ESCAPE, (int *)&ImmediateInputState.p1_escape); - VControl_AddKeyBinding (SDLK_w, (int *)&ImmediateInputState.p2_thrust); - VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_left); - VControl_AddKeyBinding (SDLK_d, (int *)&ImmediateInputState.p2_right); - VControl_AddKeyBinding (SDLK_t, (int *)&ImmediateInputState.p2_weapon); - VControl_AddKeyBinding (SDLK_y, (int *)&ImmediateInputState.p2_special); + VControl_AddKeyBinding (SDLK_e, (int *)&ImmediateInputState.p2_thrust); + VControl_AddKeyBinding (SDLK_s, (int *)&ImmediateInputState.p2_left); + VControl_AddKeyBinding (SDLK_f, (int *)&ImmediateInputState.p2_right); + VControl_AddKeyBinding (SDLK_q, (int *)&ImmediateInputState.p2_weapon); + VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_special); VControl_AddKeyBinding (SDLK_KP8, (int *)&ImmediateInputState.lander_thrust); VControl_AddKeyBinding (SDLK_UP, (int *)&ImmediateInputState.lander_thrust);