Added init.txt option additional_macro_file, which does what you expect. Macros are read after the player's macro.txt. Documented new option.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3565 c06c8d41-db1a-0410-9941-cceddc491573
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return (0);
}
int macro_init( void )
{
_read_macros_from(get_macro_file().c_str());
const std::vector<std::string>& files = Options.additional_macro_files;
for (std::vector<std::string>::const_iterator it = files.begin();
it != files.end();
++it)
{
_read_macros_from(it->c_str());
}
return 0;
macro_meta_entry, mouse_input, wiz_mode, use_ascii,
classic_item_colours, colours, char_set, cset_ascii,
cset_ibm, cset_dec, cset_unicode, feature, mon_glyph
mouse_input, wiz_mode, use_ascii, classic_item_colours,
colours, char_set, cset_ascii, cset_ibm, cset_dec,
cset_unicode, feature, mon_glyph
macro_meta_entry = true
macro_meta_entry lets you specify non-printable keycodes like
\{3} when creating a macro. For instance, if you want to keymap
0 to Escape, you'd use a target keycode of \{27}.
additional_macro_file = path/to/filename
Add an additional macro file to be loaded after macro.txt.
You can have multiple additional_macro_file lines.