Switch R and T keys for debug mode.
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@@ -11,6 +11,9 @@ StepMania 5.0 Preview 2 | 20110???
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2011/06/02
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2011/06/02
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* [BPMDisplay] Added SetFromSteps Lua binding. [AJ]
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* [BPMDisplay] Added SetFromSteps Lua binding. [AJ]
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* [ScreenDebugOverlay] Switch the R and T keys to be Volume Down and Up
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respectively. I have to admit, it makes more sense to have volume up be
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on the right instead of the left. [Wolfman2000]
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2011/06/01
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2011/06/01
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@@ -174,6 +174,9 @@ void ScreenDebugOverlay::Init()
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g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT);
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g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT);
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g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB);
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g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB);
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/* TODO: Find a better way of indicating which option is which here.
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* Maybe we should take a page from ScreenEdit's menus and make
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* RowDefs()? */
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int i=0;
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int i=0;
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g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
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g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8);
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@@ -193,8 +196,8 @@ void ScreenDebugOverlay::Init()
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci);
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g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci);
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