// Moved from DoGameSetup so that it can happen after wads are loaded void FGameConfigFile::DoKeySetup(const char *gamename) { static const struct { const char *label; FKeyBindings *bindings; } binders[] = { { "Bindings", &Bindings }, { "DoubleBindings", &DoubleBindings }, { "AutomapBindings", &AutomapBindings }, { NULL, NULL } }; const char *key, *value; sublen = countof(section) - 1 - mysnprintf(section, countof(section), "%s.", gamename); subsection = section + countof(section) - sublen - 1; section[countof(section) - 1] = '\0'; C_SetDefaultBindings (); for (int i = 0; binders[i].label != NULL; ++i) { strncpy(subsection, binders[i].label, sublen); if (SetSection(section)) { FKeyBindings *bindings = binders[i].bindings; bindings->UnbindAll(); while (NextInSection(key, value)) { bindings->DoBind(key, value); } } } }
void C_UnbindAll () { Bindings.UnbindAll(); DoubleBindings.UnbindAll(); AutomapBindings.UnbindAll(); }