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
This commit is contained in:
mcmartin
2003-06-16 02:09:31 +00:00
parent 8a6ad0ddba
commit 1fd2db3614
2 changed files with 12 additions and 9 deletions
+7 -4
View File
@@ -517,9 +517,9 @@ RIGHT SHIFT: Fire Primary Weapon
CTRL: Fire Secondary Weapon CTRL: Fire Secondary Weapon
These controls are configurable by editing the key.cfg file which will be These controls are configurable by editing the key.cfg file which will
copied to your personal directory for uqm data the first time you start the be automatically generated in your personal directory for uqm data the
game. first time you start the game.
The location of this directory varies per system. The location of this directory varies per system.
On Microsoft Windows systems this is a folder named 'uqm' in the On Microsoft Windows systems this is a folder named 'uqm' in the
application data folder for the current user. 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\" - "C:\Documents and Settings\YourName\Application Data\"
(Windows NT/XP) (Windows NT/XP)
On Unix systems this personal uqm data is stored in "~/.uqm". 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.
+5 -5
View File
@@ -227,11 +227,11 @@ TFB_CreateDefaultConfig (void)
VControl_AddKeyBinding (SDLK_RCTRL, (int *)&ImmediateInputState.p1_special); VControl_AddKeyBinding (SDLK_RCTRL, (int *)&ImmediateInputState.p1_special);
VControl_AddKeyBinding (SDLK_ESCAPE, (int *)&ImmediateInputState.p1_escape); VControl_AddKeyBinding (SDLK_ESCAPE, (int *)&ImmediateInputState.p1_escape);
VControl_AddKeyBinding (SDLK_w, (int *)&ImmediateInputState.p2_thrust); VControl_AddKeyBinding (SDLK_e, (int *)&ImmediateInputState.p2_thrust);
VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_left); VControl_AddKeyBinding (SDLK_s, (int *)&ImmediateInputState.p2_left);
VControl_AddKeyBinding (SDLK_d, (int *)&ImmediateInputState.p2_right); VControl_AddKeyBinding (SDLK_f, (int *)&ImmediateInputState.p2_right);
VControl_AddKeyBinding (SDLK_t, (int *)&ImmediateInputState.p2_weapon); VControl_AddKeyBinding (SDLK_q, (int *)&ImmediateInputState.p2_weapon);
VControl_AddKeyBinding (SDLK_y, (int *)&ImmediateInputState.p2_special); VControl_AddKeyBinding (SDLK_a, (int *)&ImmediateInputState.p2_special);
VControl_AddKeyBinding (SDLK_KP8, (int *)&ImmediateInputState.lander_thrust); VControl_AddKeyBinding (SDLK_KP8, (int *)&ImmediateInputState.lander_thrust);
VControl_AddKeyBinding (SDLK_UP, (int *)&ImmediateInputState.lander_thrust); VControl_AddKeyBinding (SDLK_UP, (int *)&ImmediateInputState.lander_thrust);