Show actual Input name with replay notice

This commit is contained in:
NepDisk 2026-01-01 22:54:50 -05:00
parent d8193bbed6
commit cab133fd85

View file

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