if (gametype == REGULAR)
handleKeys(KEY(SDL_SCANCODE_F1), KEY(SDL_SCANCODE_F2),KEY(SDL_SCANCODE_F3), KEY(SDL_SCANCODE_F4), KEY(SDL_SCANCODE_F5), currenttime);
else if (gametype == SPEEDACCURACY)
- handleKeys(KEY(SDL_SCANCODE_A), KEY(SDL_SCANCODE_S), false, KEY(SDL_SCANCODE_K), KEY(SDL_SCANCODE_L), currenttime);
+ handleKeys(KEY(SDL_SCANCODE_S), KEY(SDL_SCANCODE_D), false, KEY(SDL_SCANCODE_K), KEY(SDL_SCANCODE_L), currenttime);
#else
keystate = SDL_GetKeyState(NULL);
handleKeys(keystate[SDLK_F1], keystate[SDLK_F2], keystate[SDLK_F3], keystate[SDLK_F4], keystate[SDLK_F5], currenttime);
if (gametype == REGULAR)
handleKeys(KEY(SDL_SCANCODE_F1), KEY(SDL_SCANCODE_F2),KEY(SDL_SCANCODE_F3), KEY(SDL_SCANCODE_F4), KEY(SDL_SCANCODE_F5), currenttime);
else if (gametype == SPEEDACCURACY)
- handleKeys(KEY(SDL_SCANCODE_A), KEY(SDL_SCANCODE_S), false, KEY(SDL_SCANCODE_K), KEY(SDL_SCANCODE_L), currenttime);
+ handleKeys(KEY(SDL_SCANCODE_S), KEY(SDL_SCANCODE_D), false, KEY(SDL_SCANCODE_K), KEY(SDL_SCANCODE_L), currenttime);
#else
keystate = SDL_GetKeyState(NULL);
handleKeys(keystate[SDLK_F1], keystate[SDLK_F2], keystate[SDLK_F3], keystate[SDLK_F4], keystate[SDLK_F5], currenttime);