Show actual Input name with replay notice
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d8193bbed6
commit
cab133fd85
1 changed files with 17 additions and 1 deletions
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@ -821,8 +821,24 @@ skiptallydrawer:
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switch (demo.savemode)
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{
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case DSM_NOTSAVING:
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V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|hilicol, "Look Backward: Save replay");
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{
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char replaytext[40] = {0};
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INT32 flags = 0;
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const char *item1 = gamecontrol[0][gc_fire][0] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][0]) : NULL;
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const char *item2 = gamecontrol[0][gc_fire][1] != 0 ? G_KeynumToString(gamecontrol[0][gc_lookback][1]) : NULL;
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if (item1 != NULL && item2 != NULL)
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{
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flags |= V_6WIDTHSPACE;
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snprintf(replaytext, 40, "%s/%s: Save Replay", item1, item2);
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}
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else
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snprintf(replaytext, 40, "%s: Save Replay", item1 != NULL ? item1 : item2 != NULL ? item2 : "Look Backwards");
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V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|hilicol|flags, replaytext);
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break;
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}
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case DSM_SAVED:
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V_DrawRightAlignedThinString(BASEVIDWIDTH - 2, 2, V_SNAPTOTOP|V_SNAPTORIGHT|V_ALLOWLOWERCASE|hilicol, "Replay saved!");
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