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-rw-r--r--docs/source/plugins/autofire.rst18
-rw-r--r--docs/source/plugins/inputmacro.rst14
2 files changed, 16 insertions, 16 deletions
diff --git a/docs/source/plugins/autofire.rst b/docs/source/plugins/autofire.rst
index 56adef9b66f..3b22a9021e7 100644
--- a/docs/source/plugins/autofire.rst
+++ b/docs/source/plugins/autofire.rst
@@ -50,9 +50,9 @@ Button 1* or the equivalent for another player, but it might have have a
different name. On Konami’s Gradius games, *P1 Button 2* is the primary fire
button.
-Select **Hotkey** to set the input combination you’ll use to activate the
-autofire button. This can be any combination that MAME supports for activating
-a digital input.
+Select **Hotkey** to set the control (or combination of controls) you’ll use to
+activate the autofire button. This can be any combination that MAME supports
+for activating a digital input.
**On frames** and **Off frames** are the number of consecutive emulated video
frames that the emulated button will be held and released for, respectively.
@@ -81,10 +81,10 @@ immediately.
Notes and potential pitfalls
----------------------------
-Autofire buttons act as if they’re wired in parallel with MAME’s regular inputs.
-This means that if you set the activation hotkey for an autofire button to a
-button or key that’s also assigned to one of the emulated inputs directly, you
-may get unexpected results. Using Gradius as an example:
+Autofire buttons act as if they’re wired in parallel with MAME’s regular
+controls. This means that if you set the activation hotkey for an autofire
+button to a button or key that’s also assigned to one of the emulated inputs
+directly, you may get unexpected results. Using Gradius as an example:
* Suppose you set button 1 on your controller to fire, and set an autofire
hotkey to button 1 as well. Holding the button down to shoot will not trigger
@@ -97,8 +97,8 @@ may get unexpected results. Using Gradius as an example:
powerup because the powerup button is also being held down along with the
autofire button.
-It is suggested you choose input combinations for autofire hotkeys that are not
-assigned to any other emulated inputs in the system.
+It is recommended that you choose control combinations for autofire hotkeys that
+are not assigned to any other emulated inputs in the system.
Autofire is not necessarily desirable in all situations. For example using
autofire in Super-X with the blue “lightning” weapon equipped at high power
diff --git a/docs/source/plugins/inputmacro.rst b/docs/source/plugins/inputmacro.rst
index 99f8a3448fc..dd66fef205e 100644
--- a/docs/source/plugins/inputmacro.rst
+++ b/docs/source/plugins/inputmacro.rst
@@ -57,10 +57,10 @@ whole:
press the UI Clear key to type a new name. Press the UI Select key before
moving to another menu item to save the new name; press the UI Cancel key
(Escape/Esc on the keyboard by default) to change discard the new name.
-* Select **Activation sequence** to set the key or button combination you want
- to use to activate the macro. Keep in mind that regular input settings still
- apply, so you probably want to use a combination that isn’t being used for any
- other emulated input in the system.
+* Select **Activation combination** to set the control (or combination of
+ controls) you want to use to activate the macro. Keep in mind that regular
+ input assignments still apply, so you will probably want to use a combination
+ that isn’t being used for any other emulated input in the system.
* Set **On release** to specify what should happen if the activation sequence is
released before the macro completes. When set to *Stop immediately*, any
emulated inputs activated by the macro will be released immediately, and no
@@ -133,7 +133,7 @@ thing could be achieved using the :ref:`plugins-autofire`, but this demonstrates
a simple looping macro:
* **Name**: P1 Autofire
-* **Activation sequence**: Kbd Space
+* **Activation combination**: Kbd Space
* **On release**: Stop immediately
* **When held**: Loop to step 2
* **Step 1**:
@@ -159,7 +159,7 @@ This allows you to run in Konami Track & Field by holding a single button. This
takes most of the skill (and fun) out of the game:
* **Name**: P1 Sprint
-* **Activation sequence**: Kbd Shift
+* **Activation combination**: Kbd Shift
* **On release**: Stop immediately
* **When held**: Loop to step 2
* **Step 1**:
@@ -188,7 +188,7 @@ This macro allows you to perform a right-facing Shōryūken (Dragon Punch) by
pressing a single key:
* **Name**: 1P Shoryuken LP
-* **Activation sequence**: Kbd M
+* **Activation combination**: Kbd M
* **On release**: Complete macro
* **When held**: Prolong step 6
* **Step 1**: