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Dying Light 2: Colemak Keybindings (1.0.6)
import "inputs.def"
//AddAction(_ACTION_ID, EInputTarget, EInputDevice, analog, AxisOrButtonId, reverse, halfscope)
// analog - if true then the values are in 0.0f .. 1.0f, if false the values are either 0 or 1 (no values between)
// reverse - if true then the input is trigered when button is released
// halfscope - if true then the action is triggered when the value is > 0.5f
// if analog is true then the value is only 0..1f
sub GuiPad()
{
Layout("CommonGui", false)
{
Preset("")
{
DefaultAButtonAssignedToMakeSelection(true);
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_PG_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, false) { Repeat(); }
AddAction(_ACTION_GUI_PG_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, false, true) { Repeat(); }
AddAction(_ACTION_GUI_SCROLLBAR_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_SCROLLBAR_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_ACCEPT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_ACCEPT_NOSPACE, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_CANCEL, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_PAD_A, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_PAD_B, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_PAD_X, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_PAD_Y, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_PAD_START, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_START, false, false);
AddAction(_ACTION_GUI_PAD_BACK, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_BACK, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false);
AddAction(_ACTION_GUI_PAD_LT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_PAD_RT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, true);
AddAction(_ACTION_GUI_PAD_RB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTSHOULDER, false, false);
AddAction(_ACTION_GUI_PAD_LB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTSHOULDER, false, false);
AddAction(_ACTION_GUI_PAD_L3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTTHUMB, false, false);
AddAction(_ACTION_GUI_PAD_R3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTTHUMB, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_LX, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_X, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_LY, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_Y, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_RX, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_RX, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_RY, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_RY, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_LMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_RMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_PAD_X_OR_LMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_PAD_Y_OR_MMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_PAD_LT_OR_RMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG1, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_DEBUG2, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_DEBUG3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_DEBUG4, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_DEBUG5, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG6, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG7, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTSHOULDER, false, false);
AddAction(_ACTION_GUI_DEBUG8, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTSHOULDER, false, false);
AddAction(_ACTION_GUI_CHALLENGE_START, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_CHALLENGE_CANCEL, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_CHALLENGE_RESTART,EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_SHOW_OWA_LOG, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTTHUMB, false, true) { HoldTime(0.15); }
AddAction(_ACTION_GUI_ACCEPT_CALL_FOR_HELP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, true);
}
//preset for JP PS4 where X and O buttons are swapped: please swap BUTTON_A with BUTTON_B here
Preset("")
{
DefaultAButtonAssignedToMakeSelection(false);
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_PG_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, false) { Repeat(); }
AddAction(_ACTION_GUI_PG_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_Y, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, true, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_DPAD, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_LJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_X, false, true) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_RJOY, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RX, false, true) { Repeat(); }
AddAction(_ACTION_GUI_SCROLLBAR_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, true, true) { Repeat(); }
AddAction(_ACTION_GUI_SCROLLBAR_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RY, false, true) { Repeat(); }
AddAction(_ACTION_GUI_ACCEPT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_ACCEPT_NOSPACE, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_CANCEL, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_PAD_A, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_PAD_B, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_PAD_X, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_PAD_Y, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_PAD_START, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_START, false, false);
AddAction(_ACTION_GUI_PAD_BACK, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_BACK, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_UP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADUP, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_DOWN, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_LEFT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADLEFT, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_RIGHT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADRIGHT, false, false);
AddAction(_ACTION_GUI_PAD_LT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_PAD_RT, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, true);
AddAction(_ACTION_GUI_PAD_RB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTSHOULDER, false, false);
AddAction(_ACTION_GUI_PAD_LB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTSHOULDER, false, false);
AddAction(_ACTION_GUI_PAD_L3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTTHUMB, false, false);
AddAction(_ACTION_GUI_PAD_R3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTTHUMB, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_LX, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_X, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_LY, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_Y, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_RX, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_RX, false, false);
AddAction(_ACTION_GUI_PAD_AXIS_RY, EInputTarget_GUI, EInputDevice_Analog, true, EJoy__AXIS_RY, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_LMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_RMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_PAD_X_OR_LMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_PAD_Y_OR_MMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_PAD_LT_OR_RMB, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG1, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_B, false, false);
AddAction(_ACTION_GUI_DEBUG2, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_DEBUG3, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_X, false, false);
AddAction(_ACTION_GUI_DEBUG4, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_Y, false, false);
AddAction(_ACTION_GUI_DEBUG5, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_LEFTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG6, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__AXIS_RIGHTTRIGGER, false, true);
AddAction(_ACTION_GUI_DEBUG7, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTSHOULDER, false, false);
AddAction(_ACTION_GUI_DEBUG8, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_LEFTSHOULDER, false, false);
AddAction(_ACTION_GUI_CHALLENGE_START, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_CHALLENGE_CANCEL, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_A, false, false);
AddAction(_ACTION_GUI_CHALLENGE_RESTART,EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, false);
AddAction(_ACTION_GUI_SHOW_OWA_LOG, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_RIGHTTHUMB, false, true) { HoldTime(0.15); }
AddAction(_ACTION_GUI_ACCEPT_CALL_FOR_HELP, EInputTarget_GUI, EInputDevice_Analog, false, EJoy__BUTTON_DPADDOWN, false, true);
}
}
}
sub GuiKeyboard()
{
Layout("CommonGui_keyboard", false)
{
Preset("")
{
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__UP_, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__W, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__UP_, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_UP_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__W, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__DOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__R, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__DOWN, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_DOWN_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__R, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__A, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LEFT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_LEFT_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__A, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__S, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RIGHT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_RIGHT_KB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__S, false, false) { Repeat(); }
AddAction(_ACTION_GUI_PG_UP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__PRIOR, false, false) { Repeat(); }
AddAction(_ACTION_GUI_PG_DOWN, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__NEXT, false, false) { Repeat(); }
AddAction(_ACTION_GUI_NAV_TAB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__TAB, false, false) { NotAllowedAction(_ACTION_GUI_SHIFT); Repeat(); }
AddAction(_ACTION_GUI_NAV_TAB_BACK, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__TAB, false, false) { ConnectedAction(_ACTION_GUI_SHIFT); Repeat(); }
AddAction(_ACTION_GUI_MOUSE_X_AXIS, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_GUI_MOUSE_Y_AXIS, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_GUI_MOUSE_WHEEL, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__AXIS_Z, false, false);
AddAction(_ACTION_GUI_MOUSE_LMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_GUI_MOUSE_MMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
AddAction(_ACTION_GUI_MOUSE_RMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_GUI_ACCEPT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RETURN, false, false);
AddAction(_ACTION_GUI_ACCEPT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__NUMPADENTER, false, false);
AddAction(_ACTION_GUI_ACCEPT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_GUI_ACCEPT_NOSPACE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RETURN, false, false);
AddAction(_ACTION_GUI_ACCEPT_NOSPACE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__NUMPADENTER, false, false);
AddAction(_ACTION_GUI_CANCEL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_GUI_PAD_A, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RETURN, false, false);
AddAction(_ACTION_GUI_PAD_A, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__NUMPADENTER, false, false);
AddAction(_ACTION_GUI_PAD_A, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_GUI_PAD_B, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_GUI_SHIFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_GUI_SHIFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RSHIFT, false, false);
AddAction(_ACTION_GUI_ALT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
AddAction(_ACTION_GUI_ALT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RMENU, false, false);
AddAction(_ACTION_GUI_CTRL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LCONTROL, false, false);
AddAction(_ACTION_GUI_CTRL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__RCONTROL, false, false);
AddAction(_ACTION_GUI_PAD_X, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_GUI_PAD_Y, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_GUI_PAD_START, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F4, false, false);
AddAction(_ACTION_GUI_PAD_BACK, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F5, false, false);
AddAction(_ACTION_GUI_PAD_DPAD_UP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__W, false, false); //is this ok ?
AddAction(_ACTION_GUI_PAD_DPAD_DOWN, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__R, false, false); //is this ok ?
AddAction(_ACTION_GUI_PAD_DPAD_LEFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__A, false, false); //is this ok ?
AddAction(_ACTION_GUI_PAD_DPAD_RIGHT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__S, false, false); //is this ok ?
AddAction(_ACTION_GUI_PAD_LT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F6, false, true);
AddAction(_ACTION_GUI_PAD_RT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F7, false, true);
AddAction(_ACTION_GUI_PAD_RB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_GUI_PAD_LB, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_GUI_PAD_L3, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_GUI_PAD_R3, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_LMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_GUI_PAD_A_OR_RMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_GUI_PAD_X_OR_LMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_GUI_PAD_Y_OR_MMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
AddAction(_ACTION_GUI_PAD_LT_OR_RMB, EInputTarget_GUI, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_GUI_DEBUG1, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__DELETE, false, false); //A
AddAction(_ACTION_GUI_DEBUG2, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__INSERT, false, false); //B
AddAction(_ACTION_GUI_DEBUG3, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__HOME, false, false); //X
AddAction(_ACTION_GUI_DEBUG4, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__END, false, false); //Y
AddAction(_ACTION_GUI_DEBUG5, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__SCROLL, false, false); //LT/L2
AddAction(_ACTION_GUI_DEBUG6, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__DIVIDE, false, false); //RT/R2
AddAction(_ACTION_GUI_DEBUG7, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__DECIMAL, false, false); //RB/R1
AddAction(_ACTION_GUI_DEBUG8, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__SUBTRACT, false, false); //LB/L1
AddAction(_ACTION_GUI_CHALLENGE_START, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_GUI_CHALLENGE_CANCEL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_GUI_CHALLENGE_RESTART,EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_GUI_SHOW_OWA_LOG, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_GUI_ACCEPT_CALL_FOR_HELP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__G, false, false);
}
}
}
import "inputs.def"
//AddAction(_ACTION_ID, EInputTarget, EInputDevice, analog, AxisOrButtonId, reverse, half_scope)
// Category flags.
// Each key binding layouts should by assigned to one or more categories
export int _CATEGORY_BASE = 1; // actions used in both modes
export int _CATEGORY_HUMAN = 2; // actions used only by humans
export int _CATEGORY_ZOMBIE = 4; // actions used only as zombie
export int _CATEGORY_BUGGY = 8; // actions used only in buggy
//export int _CATEGORY_FIREARM = 8; // actions used only when player use firearm weapon
//export int _CATEGORY_MELEE = 16; // actions used only when player use melee weapon
//export int _CATEGORY_CAR = 32; // actions used only in car
export int _COLLIDE_BASE = _CATEGORY_BASE;
export int _COLLIDE_HUMAN = _CATEGORY_BASE | _CATEGORY_HUMAN;
export int _COLLIDE_ZOMBIE = _CATEGORY_BASE | _CATEGORY_ZOMBIE;
export int _COLLIDE_BUGGY = _CATEGORY_BUGGY;
//export int _COLLIDE_FIREARMS = _CATEGORY_BASE | _CATEGORY_HUMAN;
//export int _COLLIDE_MELEE = _CATEGORY_BASE | _CATEGORY_HUMAN;
//export int _COLLIDE_CAR = _CATEGORY_CAR;
sub Keyboard()
{
Layout("common_keyboard", false)
{
Preset("")
{
//AddAction(_ACTION_TOGGLE_CHAT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__RETURN, false, true);
AddAction(_ACTION_TRACK_QUEST, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__G, false, true);
AddAction(_ACTION_BRIEF_CONTINUE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__G, false, true);
AddAction(_ACTION_BRIEF_DECLINE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__K, false, true);
AddAction(_ACTION_DUCK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_DUCK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_AUTO_GRAB_LADDER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_START_LOADED_LEVEL, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false); //this action needs to be before other because we are breaking execution of other after this one
AddAction(_ACTION_JOIN_FAVORITE_GAME, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__N, false, false);
//AddAction(_ACTION_SHOW_CHALLENGE_MISSION_INVITE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__N, false, false);
AddAction(_ACTION_VOTE_FOR_KICK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_FORWARD , EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_BACKWARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_STRAFE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_STRAFE_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_LOCKPICKING_EXIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, true );
AddAction(_ACTION_PRYING_EXIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, true );
//AddAction(_ACTION_TOGGLE_TRANSFORM_ITEM, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_GRAPPLE_POINT_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_GRAPPLE_POINT_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_GRAPPLE_POINT_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_GRAPPLE_POINT_DOWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_BREAK_DIALOG, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_EXIT_BREAKINGDOOR, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, true);
AddAction(_ACTION_EXECUTE_TRIGGER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_STOMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_EXECUTE_TRIGGER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__P, false, false);
AddAction(_ACTION_EXECUTE_TRIGGER3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_EXECUTE_TRIGGER4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_HOLD_DOOR, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_EXECUTE_NAGEWAZA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
AddAction(_ACTION_TAP_MINIGAME, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
//AddAction(_ACTION_EXECUTE_TRIGGER4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, true);
AddAction(_ACTION_HEAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_INJECT_ANTIZIN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__K, false, false) { HoldTime(0.3); }
AddAction(_ACTION_REMOTE_BREAKER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
//AddAction(_ACTION_STAMINA_BOOST, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_REVIVE_BY_NPC, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false) { HoldTime(1.0); }
AddAction(_ACTION_WALK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_WALK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_PARKOUR_TIMING, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_GLIDE_OPEN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_GLIDE_CLOSE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_BINOCULARS_PLACE_WAYPOINT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
//AddAction(_ACTION_BINOCULARS_REMOVE_WAYPOINT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__P, false, true);
AddAction(_ACTION_ACTIVATE_SLOMO1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, true);
AddAction(_ACTION_ATTACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, true);
AddAction(_ACTION_JUMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_CLIMB_JUMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_TOGGLE_FLASHLIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__G, false, false);
AddAction(_ACTION_RECHARGE_FLASHLIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__G, false, false) { HoldTime(0.3); }
AddAction(_ACTION_TOGGLE_BINOCULARS, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false);
AddAction(_ACTION_INGAME_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_GUI_INGAME_MENU, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_MF_DROPOUT_LOADLASTSAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_MF_LOAD_LAST_SAVE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_GUI_RESPAWN, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_NEXT_HINT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_NEXT_HINT2, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_MF_ROLLBACK, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_MF_QUIT, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_DEVELOPER_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__MULTIPLY, false, false);
AddAction(_ACTION_RELOAD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__P, false, false);
AddAction(_ACTION_ROPE_HOOK_USE_WITHOUT_EQUIPPING, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
AddAction(_ACTION_ROPE_HOOK_USE_WITHOUT_EQUIPPING_2,EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LMENU, false, false);
AddAction(_ACTION_REPAIR_WEAPON, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__P, false, false) { HoldTime(0.3); } // HoldTime is only to start repairing progress, then holding input is manage from RepairWeaponController.
AddAction(_ACTION_INSTIGATE_HO, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false) { HoldTime(0.25); }
AddAction(_ACTION_SKIP_MOVIE, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_DROP_CARRYING_ITEM, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, false) { HoldTime(0.25); }
AddAction(_ACTION_DROP_ITEM, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, false) { HoldTime(0.25); }
AddAction(_ACTION_CLIMB_UP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_CLIMB_DOWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_INVENTORY_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__U, false, false) { Invert(); }
//AddAction(_ACTION_FACTIONS_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__Y, false, false);
AddAction(_ACTION_CRAFTING_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__Y, false, false);
AddAction(_ACTION_UPGRADE_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__L, false, false);
AddAction(_ACTION_QUESTLOG_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__N, false, false);
AddAction(_ACTION_MAP, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__M, false, false);
AddAction(_ACTION_COLLECTABLES_MENU, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__E, false, false);
AddAction(_ACTION_LEAVE_LADDER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_SLIDE_LADDER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, true) { HoldTime(0.25); }
AddAction(_ACTION_JUMP_ATTACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.21); }
AddAction(_ACTION_USE_EQUIPEMENT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
AddAction(_ACTION_CANCEL_ARROW, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_ACTIVATE_NIGHT_RUNNER1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
AddAction(_ACTION_ACTIVATE_NIGHT_RUNNER2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_PEEK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
AddAction(_ACTION_ACTIVE_LANDING, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
//AddAction(_ACTION_ACTIVATE_COOP_BUFF, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z, false, false);
//moved from sticks preset
AddAction(_ACTION_TURN_LEFT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_TURN_RIGHT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_LOOK_UP, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_LOOK_DOWN, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_LOCKPICKING_PICKLOCK_HORIZONTAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_LOCKPICKING_PICKLOCK_VERTICAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_PRYING_CROWBAR_VERTICAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_PRYING_CROWBAR_HORIZONTAL, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_PRYING_PROGRESS_HIT, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_WEAPON_NEXT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false ,false) { TapTime(0.21); }
// AddAction(_ACTION_WEAPON_PREV, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_UP, false ,false);
AddAction(_ACTION_FIRE_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
// AddAction(_ACTION_WEAPON_ZOOM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, true);
AddAction(_ACTION_WEAPON_ZOOM, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, true);
AddAction(_ACTION_WEAPON_AIM_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, true);
AddAction(_ACTION_FIRE_ANCHOR, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, true);
AddAction(_ACTION_KICK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
//AddAction(_ACTION_BLOCK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_BLOCK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
//AddAction(_ACTION_TACKLE_HIT, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
// AddAction(_ACTION_TACKLE_GRAB, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_TACKLE_GRAB, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, false);
AddAction(_ACTION_TACKLE_RUN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, false);
AddAction(_ACTION_BLAST_ATTACK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_ATTACK_TRIGGER_R, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_GROUND_POUND, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_THROW_PROP, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_CHARGE_ATTACK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
//AddAction(_ACTION_ATTACK_TRIGGER_L, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
//AddAction(_ACTION_FIRE_RHAND_WEAPON, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, true);
AddAction(_ACTION_CANCEL_MULTI_THROW, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, true) { HoldTime(0.25); }
AddAction(_ACTION_SONAR_IMPULSE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_SWAP_TRIGGER, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__D, false, true) { HoldTime(1.0); }
AddAction(_ACTION_THROW_CARRYING_ITEM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, true);
AddAction(_ACTION_APPEAR_IN_WAITING_PLACE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SEMICOLON, false, false) { HoldTime(0.5); }
AddAction(_ACTION_EQUIPEMENT_NEXT_ADDITIONAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__1, false, false) { TapTime(0.21); }
AddAction(_ACTION_EQUIPEMENT_NEXT, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_DN, false ,false);
AddAction(_ACTION_EQUIPEMENT_PREV, EInputTarget_Player, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_UP, false ,false);
AddAction(_ACTION_GUI_EXTENDED_HUD, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__TAB, false, false) { HoldTime(0.21); }
/*AddAction(_ACTION_WEAPON_SLOT1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__1, false, false) { TapTime(0.21); }
AddAction(_ACTION_WEAPON_SLOT2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false) { TapTime(0.21); }
AddAction(_ACTION_WEAPON_SLOT3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__3, false, false) { TapTime(0.21); }
AddAction(_ACTION_WEAPON_SLOT4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__4, false, false) { TapTime(0.21); }
AddAction(_ACTION_CONSUMABLE_SLOT1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__5, false, false) { TapTime(0.21); }
AddAction(_ACTION_CONSUMABLE_SLOT2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__6, false, false) { TapTime(0.21); }
AddAction(_ACTION_CONSUMABLE_SLOT3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__7, false, false) { TapTime(0.21); }
AddAction(_ACTION_CONSUMABLE_SLOT4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__8, false, false) { TapTime(0.21); }
AddAction(_ACTION_EQUIPMENT_SLOT1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__9, false, false) { TapTime(0.21); }
AddAction(_ACTION_EQUIPMENT_SLOT2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__0, false, false) { TapTime(0.21); }
AddAction(_ACTION_EQUIPMENT_SLOT3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__MINUS, false, false) { TapTime(0.21); }
AddAction(_ACTION_EQUIPMENT_SLOT4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__EQUALS, false, false) { TapTime(0.21); }*/
AddAction(_ACTION_INVENTORY, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__U, false, false) { HoldTime(0.3); }
AddAction(_ACTION_SELECT_PRIMARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_PRIMARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_PRIMARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_PRIMARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_SECONDARY4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_SECONDARY2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_SECONDARY1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_SECONDARY3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_ARROW4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_ARROW2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_ARROW1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_ARROW3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_SELECT_BOLT4, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, false, false);
AddAction(_ACTION_SELECT_BOLT2, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_X, true, false);
AddAction(_ACTION_SELECT_BOLT1, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, false, false);
AddAction(_ACTION_SELECT_BOLT3, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__AXIS_Y, true, false);
AddAction(_ACTION_GUI_WHEEL_LEFT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__1, false, false);
AddAction(_ACTION_GUI_WHEEL_UP, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__2, false, false);
AddAction(_ACTION_GUI_WHEEL_RIGHT, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__3, false, false);
AddAction(_ACTION_USE_CONSUMABLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_USE_CONSUMABLE_HOLD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_GUI_USE_CONSUMABLE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__H, false, false);
AddAction(_ACTION_CONSUMABLE_NEXT , EInputTarget_Player, EInputDevice_Keyboard, false, EKey__2, false, false) { TapTime(0.21); }
// AddAction(_ACTION_WEAPON_THROW, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
// This action should be at the end of the list as we don't want to get any other actions assigned to the same button
// after we've handled breaking the minigame.
// Otherwise, the player would e.g. jump after breaking the interaction minigame.
// This problem might potentially affect other actions as well. We need to carefully choose the order of actions
// or resolve this issue somehow in code.
AddAction(_ACTION_BREAK_MINIGAME, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__V, false, true);
AddAction(_ACTION_CREATE_COOP_CHALLENGE, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__H, false, true);
AddAction(_ACTION_THROTTLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_BRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_HANDBRAKE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_VEHICLE_LEAVE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false) { HoldTime(0.2); }
//AddAction(_ACTION_VEHICLE_CHANGE_CAMERA, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_TURN_VEHICLE_LEFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_TURN_VEHICLE_RIGHT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_CAR_LIGHTS_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__G, false, false);
AddAction(_ACTION_BUGGY_SKILL_0, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_BUGGY_SKILL_1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_BUGGY_SKILL_2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__P, false, false);
AddAction(_ACTION_VEHICLE_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_VEHICLE_BREAK_GRAB, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, false);
AddAction(_ACTION_FORCE_RESPAWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false) { HoldTime(0.3); }
AddAction(_ACTION_PULL_CABLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__B, false, false) { HoldTime(0.3); }
AddAction(_ACTION_DISMISS_FREEZING_TUTORIAL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__SPACE_, false, true);
AddAction(_ACTION_QTE1, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_QTE2, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_QTE3, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_QTE4, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_QTE5, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_QTE6, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_RECALL_VEHICLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false) { HoldTime(0.5); }
AddAction(_ACTION_FAST_EQUIP_ITEM, EInputTarget_Player, EInputDevice_Keyboard, true, EKey__MINUS, false, true);
AddAction(_ACTION_QUICK_PRIMARY, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__TAB, false, true) { TapTime(0.21); }
AddAction(_ACTION_GUI_EXTENDED_HUD, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__TAB, false, true) { HoldTime(0.21);}
AddAction(_ACTION_QUICK_SECONDARY, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__1, false, true);
//AddAction(_ACTION_QUICK_CRAFT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__4, false, true); //todo: choose better key here
AddAction(_ACTION_QUICK_ARROWS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__P, false, true);
AddAction(_ACTION_QUICK_BOLTS, EInputTarget_HUD, EInputDevice_Keyboard, false, EKey__P, false, true);
// AddAction(_ACTION_ROPE_HOOK, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_3, false, false);
// AddAction(_ACTION_ROPE_HOOK_UP, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
// AddAction(_ACTION_ROPE_HOOK_DOWN, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_TURN_BACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, false) { TapTime(0.2); }
AddAction(_ACTION_LOOKBACK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__BACK, false, false);
AddAction(_ACTION_NITRO, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_NITRO_ADD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_DIALOG_CHOICE1, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_DIALOG_CHOICE2, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_DIALOG_CHOICE3, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_DIALOG_CHOICE4, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_DIALOG_SKIP, EInputTarget_Module, EInputDevice_Keyboard, false, EKey__SPACE_, false, false);
AddAction(_ACTION_DIALOG_PLAYER_CAMERA_ZOOM, EInputTarget_Player, EInputDevice_Mouse, false, EMouse__BUTTON_2, false, false);
AddAction(_ACTION_MULTILOOT_TAKE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_MULTILOOT_TAKEALL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__P, false, false);
AddAction(_ACTION_MULTILOOT_NEXT, EInputTarget_GUI, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_DN, false, false);
AddAction(_ACTION_MULTILOOT_PREV, EInputTarget_GUI, EInputDevice_Mouse, false, EKey__MOUSE_WHEEL_UP, false, false);
AddAction(_ACTION_FREE_CLIMB, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_MULTILOOT_CANCEL, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__ESCAPE, false, false);
AddAction(_ACTION_SLOPE_STRUGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false);
AddAction(_ACTION_RELEASE_CABLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false) { HoldTime(0.3); }
AddAction(_ACTION_GUI_RELEASE_CABLE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__T, false, false);
// MountController
AddAction(_ACTION_HORSE_GALLOP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_HORSE_START_MAX_SPEED_KEY, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false) { DoubleClick(1.0); }
AddAction(_ACTION_HORSE_HOLD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_HORSE_FORWARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__W, false, false);
AddAction(_ACTION_HORSE_FORWARD_SLOWDOWN, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, false);
AddAction(_ACTION_HORSE_BACKWARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__R, false, false);
AddAction(_ACTION_HORSE_TURN_LEFT_KEYBOARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__A, false, false);
AddAction(_ACTION_HORSE_TURN_RIGHT_KEYBOARD, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__S, false, false);
AddAction(_ACTION_HORSE_CALL, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_HORSE_DISMOUNT, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__T, false, false) { HoldTime(0.5); }
AddAction(_ACTION_HORSE_JUMP, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__RETURN, false, false);
AddAction(_ACTION_FREE_LEGS, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Q, false, false);
AddAction(_ACTION_FREE_ARMS, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__F, false, false);
AddAction(_ACTION_LEAVE_STATIONARY_CANNON, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
AddAction(_ACTION_DIALSAFE_SELECT, EInputTarget_HUD, EInputDevice_Mouse, false, EMouse__BUTTON_1, false, false);
AddAction(_ACTION_GUI_COMPARE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__LSHIFT, false, false);
AddAction(_ACTION_GUI_NEXT_PAGE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__3, false, false);
AddAction(_ACTION_GUI_PREVIOUS_PAGE, EInputTarget_GUI, EInputDevice_Keyboard, false, EKey__1, false, false);
}
}
Layout("Keybinding_DuckMode")
{
Preset("&OptionOn&")
{
RemoveAction(_ACTION_DUCK, EInputDevice_Keyboard);
AddAction(_ACTION_DUCK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
}
Preset("&OptionOff&")
{
RemoveAction(_ACTION_DUCK_TOGGLE, EInputDevice_Keyboard);
AddAction(_ACTION_DUCK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C, false, false);
}
}
Layout("Keybinding_AimMode")
{
Preset("&OptionOff&")
{
RemoveAction(_ACTION_WEAPON_AIM_TOGGLE, EInputDevice_Keyboard);
AddAction(_ACTION_WEAPON_ZOOM, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, true);
}
Preset("&OptionOn&")
{
RemoveAction(_ACTION_WEAPON_ZOOM, EInputDevice_Keyboard);
AddAction(_ACTION_WEAPON_AIM_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__LCONTROL, false, true);
}
}
Layout("Keybinding_WalkMode")
{
Preset("&OptionOff&")
{
RemoveAction(_ACTION_WALK_TOGGLE, EInputDevice_Keyboard);
AddAction(_ACTION_WALK, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
}
Preset("&OptionOn&")
{
RemoveAction(_ACTION_WALK, EInputDevice_Keyboard);
AddAction(_ACTION_WALK_TOGGLE, EInputTarget_Player, EInputDevice_Keyboard, false, EKey__X, false, false);
}
}
Layout("invert_y_mouse")
{
Preset("&OptionOff&") {}
Preset("&OptionOn&")
{
SwapActions(_ACTION_LOOK_UP, _ACTION_LOOK_DOWN);
}
}
LayoutKeybinding("Keybinding_MoveForward", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_FORWARD ); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_CLIMB_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_GRAPPLE_POINT_UP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
Action(_ACTION_QTE4); // EInputTarget_Player, EInputDevice_Keyboard, EKey__W
}
LayoutKeybinding("Keybinding_MoveBackward", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_BACKWARD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
Action(_ACTION_CLIMB_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
Action(_ACTION_GRAPPLE_POINT_DOWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
Action(_ACTION_QTE2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__R
}
LayoutKeybinding("Keybinding_MoveLeft", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_STRAFE_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
Action(_ACTION_GRAPPLE_POINT_LEFT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
Action(_ACTION_LOCKPICKING_SCREWDRIVER_LEFT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__A
Action(_ACTION_QTE1); // EInputTarget_Player, EInputDevice_Keyboard, EKey__A
}
LayoutKeybinding("Keybinding_MoveRight", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_STRAFE_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
Action(_ACTION_GRAPPLE_POINT_RIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
Action(_ACTION_LOCKPICKING_SCREWDRIVER_RIGHT); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__S
Action(_ACTION_QTE3); // EInputTarget_Player, EInputDevice_Keyboard, EKey__S
}
LayoutKeybinding("Keybinding_Walk", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_WALK);
Action(_ACTION_WALK_TOGGLE);
}
LayoutKeybinding("Keybinding_Use", _CATEGORY_HUMAN, _CATEGORY_HUMAN)
{
Action(_ACTION_EXECUTE_TRIGGER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
Action(_ACTION_HOLD_DOOR); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
Action(_ACTION_EXIT_BREAKINGDOOR); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
Action(_ACTION_TAP_MINIGAME); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
Action(_ACTION_RECALL_VEHICLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
Action(_ACTION_REMOTE_BREAKER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__T
}
LayoutKeybinding("Keybinding_Use2", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EXECUTE_TRIGGER2); // EInputTarget_Player, EInputDevice_Keyboard, EKey__P
}
LayoutKeybinding("Keybinding_Chat", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TOGGLE_CHAT); // EInputTarget_Module, EInputDevice_Keyboard, EKey__RETURN
}
//LayoutKeybinding("Keybinding_TrackQuest", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
//{
// Action(_ACTION_TRACK_QUEST); // EInputTarget_Player, EInputDevice_Keyboard, EKey__G
//}
LayoutKeybinding("Keybinding_Nagewaza", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EXECUTE_NAGEWAZA); // EInputTarget_Player, EInputDevice_Keyboard, EKey__V
}
LayoutKeybinding("Keybinding_Heal", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_HEAL);
Action(_ACTION_USE_CONSUMABLE);
Action(_ACTION_USE_CONSUMABLE_HOLD);
Action(_ACTION_GUI_USE_CONSUMABLE);
}
LayoutKeybinding("Keybinding_Jump", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_JUMP); // EInputTarget_Player, EInputDevice_Keyboard, EKey__SPACE_
Action(_ACTION_CLIMB_JUMP);
}
LayoutKeybinding("Keybinding_Flashlight", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TOGGLE_FLASHLIGHT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__X
}
LayoutKeybinding("Keybinding_ReloadRepair", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_RELOAD); // EInputTarget_Player, EInputDevice_Keyboard, EKey__P
Action(_ACTION_QUICK_ARROWS); // EInputTarget_Player, EInputDevice_Keyboard, EKey__P
Action(_ACTION_REPAIR_WEAPON); // EInputTarget_Player, EInputDevice_Keyboard, EKey__P
}
LayoutKeybinding("Keybinding_Inventory", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_INVENTORY_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__U
Action(_ACTION_INVENTORY);
}
LayoutKeybinding("Keybinding_Skill", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_UPGRADE_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__L
}
LayoutKeybinding("Keybinding_QuestLog", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_QUESTLOG_MENU); // EInputTarget_Module, EInputDevice_Keyboard, EKey__I
}
LayoutKeybinding("Keybinding_Map", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_MAP); // EInputTarget_Module, EInputDevice_Keyboard, EKey__M
}
LayoutKeybinding("Keybinding_Crafting", _CATEGORY_BASE, _CATEGORY_BASE)
{
Action(_ACTION_CRAFTING_MENU);
}
LayoutKeybinding("Keybinding_Collectables", _CATEGORY_BASE, _CATEGORY_BASE)
{
Action(_ACTION_COLLECTABLES_MENU);
}
//LayoutKeybinding("Keybinding_PlayerMenu", _CATEGORY_BASE, _COLLIDE_BASE, false)
//{
//
//}
LayoutKeybinding("Keybinding_Duck", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_DUCK_TOGGLE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
Action(_ACTION_DUCK); //EInputTarget_Player, EInputDevice_Keyboard, EKey__C
Action(_ACTION_SLIDE_LADDER); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C
//Action(_ACTION_GROUND_POUND); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C { HoldTime(0.3); }
Action(_ACTION_CANCEL_MULTI_THROW); // EInputTarget_Player, EInputDevice_Keyboard, EKey__C { HoldTime(0.25); }
AddAction(_ACTION_GLIDE_CLOSE); //EInputTarget_Player, EInputDevice_Keyboard, false, EKey__C
}
/*LayoutKeybinding("Keybinding_NextWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_NEXT); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_DN
}
LayoutKeybinding("Keybinding_PrevWeapon", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_PREV); // EInputTarget_Player, EInputDevice_Mouse, EKey__MOUSE_WHEEL_UP
}*/
LayoutKeybinding("Keybinding_NextEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EQUIPEMENT_NEXT); // EInputTarget_Player, EInputDevice_Keyboard, EKey__1
}
LayoutKeybinding("Keybinding_PrevEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_EQUIPEMENT_PREV); // EInputTarget_Player, EInputDevice_Keyboard, EKey__2
}
LayoutKeybinding("Keybinding_Kick", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_KICK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_ATTACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F
Action(_ACTION_FORCE_RESPAWN); // EInputTarget_Player, EInputDevice_Keyboard, EKey__F) { HoldTime(0.3 }
}
LayoutKeybinding("Keybinding_ParkourBoost", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_NITRO);
Action(_ACTION_NITRO_ADD);
Action(_ACTION_PARKOUR_TIMING);
}
LayoutKeybinding("Keybinding_QuickPrimary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_QUICK_PRIMARY); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__9
}
LayoutKeybinding("Keybinding_QuickSecondary", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_QUICK_SECONDARY); // EInputTarget_HUD, EInputDevice_Keyboard, EKey__0
}
LayoutKeybinding("Keybinding_Lockback", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_LOOKBACK); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B
Action(_ACTION_TURN_BACK);
}
LayoutKeybinding("Keybinding_Sonar", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_SONAR_IMPULSE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__TAB
}
LayoutKeybinding("Keybinding_BriefContinue", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_BRIEF_CONTINUE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__G
}
LayoutKeybinding("Keybinding_BriefDecline", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_BRIEF_DECLINE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__K
}
LayoutKeybinding("Keybinding_JoinFavoriteGame", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_JOIN_FAVORITE_GAME); // EInputTarget_Module, EInputDevice_Keyboard, EKey__N
}
LayoutKeybinding("Keybinding_ShowChallengeInvite", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_SHOW_CHALLENGE_MISSION_INVITE); // EInputTarget_Module, EInputDevice_Keyboard, EKey__N
}
LayoutKeybinding("Keybinding_VoteForKick", _CATEGORY_BASE, _COLLIDE_BASE)
{
Action(_ACTION_VOTE_FOR_KICK); // EInputTarget_Module, EInputDevice_Keyboard, EKey__E
}
LayoutKeybinding("Keybinding_DropItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_DROP_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__BACK
Action(_ACTION_DROP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__BACK
}
LayoutKeybinding("Keybinding_CreateCoopChallenge", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_CREATE_COOP_CHALLENGE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__H
}
LayoutKeybinding("Keybinding_FastEquipItem", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_FAST_EQUIP_ITEM); // EInputTarget_Player, EInputDevice_Keyboard, EKey__MINUS
}
LayoutKeybinding("Keybinding_AppearInWaitingPlace", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_APPEAR_IN_WAITING_PLACE); // EInputTarget_Player, EInputDevice_Keyboard, EKey__B) { HoldTime(0.5 }
}
LayoutKeybinding("Keybinding_Attack", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_FIRE_WEAPON); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_ATTACK_TRIGGER_R); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_CHARGE_ATTACK); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
Action(_ACTION_THROW_CARRYING_ITEM); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_1
}
LayoutKeybinding("Keybinding_UseEquipment", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_USE_EQUIPEMENT); // EInputTarget_Player, EInputDevice_Mouse, EMouse__BUTTON_3
}
LayoutKeybinding("Keybinding_Binoculars", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TOGGLE_BINOCULARS);
}
/*LayoutKeybinding("Keybinding_SelectWeapon1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT1);
}
LayoutKeybinding("Keybinding_SelectWeapon2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT2);
}
LayoutKeybinding("Keybinding_SelectWeapon3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT3);
}
LayoutKeybinding("Keybinding_SelectWeapon4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_SLOT4);
}
LayoutKeybinding("Keybinding_SelectEquipment1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT1);
}
LayoutKeybinding("Keybinding_SelectEquipment2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT2);
}
LayoutKeybinding("Keybinding_SelectEquipment3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT3);
}
LayoutKeybinding("Keybinding_SelectEquipment4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPMENT_SLOT4);
}
LayoutKeybinding("Keybinding_SelectConsumable1", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_CONSUMABLE_SLOT1);
}
LayoutKeybinding("Keybinding_SelectConsumable2", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_CONSUMABLE_SLOT2);
}
LayoutKeybinding("Keybinding_SelectConsumable3", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_CONSUMABLE_SLOT3);
}
LayoutKeybinding("Keybinding_SelectConsumable4", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_CONSUMABLE_SLOT4);
}*/
LayoutKeybinding("Keybinding_ExtendedHUD", _CATEGORY_HUMAN, _CATEGORY_HUMAN)
{
Action(_ACTION_GUI_EXTENDED_HUD);
}
LayoutKeybinding("Keybinding_Paraglider", _CATEGORY_HUMAN, _CATEGORY_HUMAN)
{
Action(_ACTION_GLIDE_OPEN); //EInputTarget_Player, EInputDevice_Keyboard, false, EKey__Z
}
LayoutKeybinding("Keybinding_CycleEquipment", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_EQUIPEMENT_NEXT_ADDITIONAL);
Action(_ACTION_GUI_WHEEL_LEFT);
}
LayoutKeybinding("Keybinding_CycleConsumables", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_CONSUMABLE_NEXT);
Action(_ACTION_GUI_WHEEL_UP);
}
LayoutKeybinding("Keybinding_CycleWeapons", _CATEGORY_HUMAN, _CATEGORY_HUMAN, false)
{
Action(_ACTION_WEAPON_NEXT);
Action(_ACTION_GUI_WHEEL_RIGHT);
}
LayoutKeybinding("Keybinding_Aim", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_WEAPON_ZOOM);
Action(_ACTION_WEAPON_AIM_TOGGLE);
}
LayoutKeybinding("Keybinding_TackleGrab", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TACKLE_GRAB);
}
LayoutKeybinding("Keybinding_TackleRun", _CATEGORY_HUMAN, _COLLIDE_HUMAN)
{
Action(_ACTION_TACKLE_RUN);
}
LayoutKeybinding("Keybinding_BuggyTurnLeft", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_TURN_VEHICLE_LEFT);
}
LayoutKeybinding("Keybinding_BuggyTurnRight", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_TURN_VEHICLE_RIGHT);
}
LayoutKeybinding("Keybinding_BuggyThrottle", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_THROTTLE);
}
LayoutKeybinding("Keybinding_BuggyBrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BRAKE);
}
LayoutKeybinding("Keybinding_BuggyHandbrake", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_HANDBRAKE);
}
LayoutKeybinding("Keybinding_BuggyToggleLights", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_CAR_LIGHTS_TOGGLE);
}
LayoutKeybinding("Keybinding_BuggyLeave", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_LEAVE);
}
LayoutKeybinding("Keybinding_BuggySkill0", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_0);
}
LayoutKeybinding("Keybinding_BuggySkill1", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_1);
}
LayoutKeybinding("Keybinding_BuggySkill2", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_BUGGY_SKILL_2);
}
LayoutKeybinding("Keybinding_BuggyLookBack", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_LOOKBACK);
}
LayoutKeybinding("Keybinding_BuggyBreakGrab", _CATEGORY_BUGGY, _COLLIDE_BUGGY)
{
Action(_ACTION_VEHICLE_BREAK_GRAB);
}
View("&Keybinding_View_Movement&")
{
Layout("Keybinding_MoveForward", "&Keybinding_MoveForward&");
Layout("Keybinding_MoveBackward", "&Keybinding_MoveBackward&");
Layout("Keybinding_MoveLeft", "&Keybinding_MoveLeft&");
Layout("Keybinding_MoveRight", "&Keybinding_MoveRight&");
Layout("Keybinding_DuckMode", "&Keybinding_DuckMode&");
Layout("Keybinding_Duck", "&Keybinding_Duck&");
Layout("Keybinding_Jump", "&Keybinding_Jump&");
Layout("Keybinding_Walk", "&Keybinding_Walk&");
Layout("Keybinding_WalkMode", "&Keybinding_WalkMode&");
Layout("Keybinding_ParkourBoost", "&Keybinding_ParkourBoost&");
}
View("&Keybinding_View_Actions&")
{
Layout("Keybinding_UseEquipment", "&Keybinding_UseEquipment&");
Layout("Keybinding_Use", "&Keybinding_Use&");
Layout("Keybinding_Use2", "&Keybinding_Use2&");
Layout("Keybinding_Sonar", "&Keybinding_Sonar&");
Layout("Keybinding_Lockback", "&Keybinding_Lockback&");
Layout("Keybinding_Attack", "&Keybinding_Attack&");
Layout("Keybinding_Block", "&MenuGamepad_Action_Block&");
Layout("Keybinding_Kick", "&Keybinding_Kick&");
Layout("Keybinding_TackleGrab", "&Skill_charge_grab&");
Layout("Keybinding_TackleRun", "&Skill_charge_tackle&");
//Layout("Keybinding_Nagewaza", "&Keybinding_Nagewaza&");
Layout("Keybinding_Aim", "&Keybinding_Aim&");
Layout("Keybinding_AimMode", "&Keybinding_AimMode&");
Layout("Keybinding_ReloadRepair", "&Keybinding_ReloadRepair&");
Layout("Keybinding_Paraglider", "&Tool_Paraglider&");
Layout("Keybinding_Binoculars", "&CategoryType_ToolSkin_Binoculars&");
}
View("&Keybinding_View_Inventory&")
{
Layout("Keybinding_Flashlight", "&Keybinding_Flashlight&");
Layout("Keybinding_Heal", "&Keybinding_Heal&");
//Layout("Keybinding_NextWeapon", "&Keybinding_NextWeapon&");
//Layout("Keybinding_PrevWeapon", "&Keybinding_PrevWeapon&");
Layout("Keybinding_NextEquipment", "&Keybinding_NextEquipment&");
Layout("Keybinding_PrevEquipment", "&Keybinding_PrevEquipment&");
//Layout("Keybinding_QuickPrimary", "&Keybinding_QuickPrimary&");
//Layout("Keybinding_QuickSecondary", "&Keybinding_QuickSecondary&");
//Layout("Keybinding_FastEquipItem", "&Keybinding_FastEquipItem&");
Layout("Keybinding_DropItem", "&Keybinding_DropItem&");
}
View("&Keybinding_View_QuickSelect&")
{
/*Layout("Keybinding_SelectWeapon1", "&Keybinding_SelectWeapon1&");
Layout("Keybinding_SelectWeapon2", "&Keybinding_SelectWeapon2&");
Layout("Keybinding_SelectWeapon3", "&Keybinding_SelectWeapon3&");
Layout("Keybinding_SelectWeapon4", "&Keybinding_SelectWeapon4&");
Layout("Keybinding_SelectConsumable1", "&Keybinding_SelectConsumable1&");
Layout("Keybinding_SelectConsumable2", "&Keybinding_SelectConsumable2&");
Layout("Keybinding_SelectConsumable3", "&Keybinding_SelectConsumable3&");
Layout("Keybinding_SelectConsumable4", "&Keybinding_SelectConsumable4&");
Layout("Keybinding_SelectEquipment1", "&Keybinding_SelectEquipment1&");
Layout("Keybinding_SelectEquipment2", "&Keybinding_SelectEquipment2&");
Layout("Keybinding_SelectEquipment3", "&Keybinding_SelectEquipment3&");
Layout("Keybinding_SelectEquipment4", "&Keybinding_SelectEquipment4&");*/
Layout("Keybinding_CycleEquipment", "&MenuGamepad_Action_CycleEquipment&");
Layout("Keybinding_CycleConsumables", "&MenuGamepad_Action_Consumables&");
Layout("Keybinding_CycleWeapons", "&MenuGamepad_Action_PrimaryWeapon&");
}
View("&Keybinding_View_Other&")
{
Layout("Keybinding_ExtendedHUD", "&MenuGamepad_Action_ExtendedHud&");
Layout("Keybinding_Inventory", "&Keybinding_Inventory&");
Layout("Keybinding_Map", "&Keybinding_Map&");
Layout("Keybinding_QuestLog", "&Keybinding_QuestLog&");
Layout("Keybinding_Skill", "&Keybinding_Skill&");
Layout("Keybinding_Crafting", "&MenuCrafting&");
Layout("Keybinding_Collectables", "&MenuCollectables&");
//Layout("Keybinding_PlayerMenu", "&ActionName_InGamePlayerMenu&");
//Layout("Keybinding_TrackQuest", "&Keybinding_TrackQuest&");
Layout("Keybinding_BriefContinue", "&Keybinding_BriefContinue&");
Layout("Keybinding_BriefDecline", "&Keybinding_BriefDecline&");
}
//View("&Keybinding_View_Coop&")
//{
// //Layout("Keybinding_Chat", "&Keybinding_Chat&");
// Layout("Keybinding_VoteForKick", "&Keybinding_VoteForKick&");
// Layout("Keybinding_AppearInWaitingPlace", "&Keybinding_AppearInWaitingPlace&");
// Layout("Keybinding_CreateCoopChallenge", "&Keybinding_CreateCoopChallenge&");
// Layout("Keybinding_JoinFavoriteGame", "&Keybinding_JoinFavoriteGame&");
// Layout("Keybinding_ShowChallengeInvite", "&Keybinding_ShowChallengeInvite&");
//}
//View("&Keybinding_View_Buggy&", "DLC17")
//{
// Layout("Keybinding_BuggyTurnLeft", "&Keybinding_BuggyTurnLeft&");
// Layout("Keybinding_BuggyTurnRight", "&Keybinding_BuggyTurnRight&");
// Layout("Keybinding_BuggyThrottle", "&Keybinding_BuggyThrottle&");
// Layout("Keybinding_BuggyBrake", "&Keybinding_BuggyBrake&");
// Layout("Keybinding_BuggyHandbrake", "&Keybinding_BuggyHandbrake&");
// Layout("Keybinding_BuggyToggleLights", "&Keybinding_BuggyToggleLights&");
// Layout("Keybinding_BuggyLeave", "&Keybinding_BuggyLeave&");
// Layout("Keybinding_BuggySkill0", "&Keybinding_BuggySkill0&");
// Layout("Keybinding_BuggySkill1", "&Keybinding_BuggySkill1&");
// Layout("Keybinding_BuggySkill2", "&Keybinding_BuggySkill2&");
// Layout("Keybinding_BuggyLookBack", "&Keybinding_BuggyLookBack&");
// Layout("Keybinding_BuggyBreakGrab", "&Keybinding_BuggyBreakGrab&");
//}
}
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