Wii U: Swap X and Y buttons
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11b5fd88c5
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7261106be8
1 changed files with 4 additions and 4 deletions
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@ -102,8 +102,8 @@ void Backend_GetKeyboardState(bool *keyboard_state)
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= vpad_buttons & (VPAD_BUTTON_RIGHT | VPAD_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_Z] |= vpad_buttons & VPAD_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_X] |= vpad_buttons & VPAD_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_Q] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_X | VPAD_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_W] |= vpad_buttons & (VPAD_BUTTON_Y | VPAD_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_A] |= vpad_buttons & (VPAD_BUTTON_L | VPAD_BUTTON_ZL | VPAD_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
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keyboard_state[BACKEND_KEYBOARD_S] |= vpad_buttons & (VPAD_BUTTON_R | VPAD_BUTTON_ZR | VPAD_STICK_R_EMULATION_RIGHT); // Weapon right
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@ -120,8 +120,8 @@ void Backend_GetKeyboardState(bool *keyboard_state)
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_RIGHT] |= kpad_buttons & (WPAD_PRO_BUTTON_RIGHT | WPAD_PRO_STICK_L_EMULATION_RIGHT);
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keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_Z] |= kpad_buttons & WPAD_PRO_BUTTON_A; // Jump
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keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_X] |= kpad_buttons & WPAD_PRO_BUTTON_B; // Shoot
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keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_Q] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_PLUS); // Inventory
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keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_X | WPAD_PRO_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_W] |= kpad_buttons & (WPAD_PRO_BUTTON_Y | WPAD_PRO_BUTTON_MINUS); // Map
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keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_A] |= kpad_buttons & (WPAD_PRO_TRIGGER_L | WPAD_PRO_TRIGGER_ZL | WPAD_PRO_STICK_R_EMULATION_LEFT); // Weapon left
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keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
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keyboard_state[BACKEND_KEYBOARD_S] |= kpad_buttons & (WPAD_PRO_TRIGGER_R | WPAD_PRO_TRIGGER_ZR | WPAD_PRO_STICK_R_EMULATION_RIGHT); // Weapon right
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}
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}
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