if(!record->event.pressed){send_game_macro("Good luck, have fun!!!");}
returnfalse;break;
caseKC_SYMM:
if(!record->event.pressed){send_game_macro("Left click to win!");}
returnfalse;break;
caseKC_JUSTGAME:
caseKC_JUSTGAME:
if(!record->event.pressed){
if(!record->event.pressed){send_game_macro("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games.");}
send_game_macro("It may be a game, but if you don't want to actually try, please go play AI, so that people that actually want to take the game seriously and \"get good\" have a place to do so without trolls like you throwing games.");
returnfalse;break;
}
returnfalse;
break;
caseKC_TORB:
caseKC_TORB:
if(!record->event.pressed){
if(!record->event.pressed){send_game_macro("That was positively riveting!");}
send_game_macro("That was positively riveting!");
returnfalse;break;
}
returnfalse;
break;
caseKC_AIM:
caseKC_AIM:
if(!record->event.pressed){
if(!record->event.pressed){
send_game_macro("That aim is absolutely amazing. It's almost like you're a machine!");
send_game_macro("That aim is absolutely amazing. It's almost like you're a machine!");
wait_ms(3000);
wait_ms(3000);
send_game_macro("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!");
send_game_macro("Wait! That aim is TOO good! You're clearly using an aim hack! CHEATER!");
// But since TD() doesn't work when tapdance is disabled
// We use custom codes here, so we can substituet the right stuff
#ifdef TAP_DANCE_ENABLE
#ifdef TAP_DANCE_ENABLE
#define KC_D3_1 TD(TD_D3_1)
#define KC_D3_1 TD(TD_D3_1)
#define KC_D3_2 TD(TD_D3_2)
#define KC_D3_2 TD(TD_D3_2)
#define KC_D3_3 TD(TD_D3_3)
#define KC_D3_3 TD(TD_D3_3)
#define KC_D3_4 TD(TD_D3_4)
#define KC_D3_4 TD(TD_D3_4)
#else
#else// TAP_DANCE_ENABLE
#define KC_D3_1 KC_1
#define KC_D3_1 KC_1
#define KC_D3_2 KC_2
#define KC_D3_2 KC_2
#define KC_D3_3 KC_3
#define KC_D3_3 KC_3
#define KC_D3_4 KC_4
#define KC_D3_4 KC_4
#endif
#endif // TAP_DANCE_ENABLE
// OSM keycodes, to keep things clean and easy to change
#define KC_MLSF OSM(MOD_LSFT)
#define KC_MRSF OSM(MOD_RSFT)
#define ONESHOT_TIMEOUT 3000
#define QMK_KEYS_PER_SCAN 8
#define QMK_KEYS_PER_SCAN 8
#ifdef RGBLIGHT_ENABLE
#ifdef RGBLIGHT_ENABLE
#define RGBLIGHT_SLEEP
#define RGBLIGHT_SLEEP
#endif
#endif// RGBLIGHT_ENABLE
#define IGNORE_MOD_TAP_INTERRUPT // this makes it possible to do rolling combos (zx) with keys that convert to other keys on hold (z becomes ctrl when you hold it, and when this option isn't enabled, z rapidly followed by x actually sends Ctrl-x. That's bad.)
// this makes it possible to do rolling combos (zx) with keys that
// convert to other keys on hold (z becomes ctrl when you hold it,
// and when this option isn't enabled, z rapidly followed by x
// actually sends Ctrl-x. That's bad.)
#define IGNORE_MOD_TAP_INTERRUPT
// Disable action_get_macro and fn_actions, since we don't use these
// and it saves on space in the firmware.
#define NO_ACTION_MACRO
#define NO_ACTION_MACRO
#define NO_ACTION_FUNCTION
#define NO_ACTION_FUNCTION
// If we're still using the official Faux Clicky feature, substituet codes