k_srbind_sit,
k_srbind_use,
k_srbind_reset,
+ k_srbind_dead_respawn,
k_srbind_camera,
k_srbind_mleft,
k_srbind_mright,
},
[k_srbind_use] = INPUT_BASIC( SDLK_e, SDL_CONTROLLER_BUTTON_Y ),
[k_srbind_reset] = INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_LEFTSHOULDER ),
+[k_srbind_dead_respawn] =
+ INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ),
[k_srbind_camera]= INPUT_BASIC( SDLK_c, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ),
[k_srbind_mleft] = INPUT_BASIC( SDLK_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_mright]= INPUT_BASIC( SDLK_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
vg_gui_visible, 1,
vg_joy_button, SDL_CONTROLLER_BUTTON_X, vg_end
},
-[k_srbind_miniworld_teleport]= INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_X ),
+[k_srbind_miniworld_teleport]= INPUT_BASIC( SDLK_q,
+ SDL_CONTROLLER_BUTTON_LEFTSHOULDER ),
[k_srbind_max]=NULL
};
[k_sraxis_mbrowse_h] = (vg_input_op[]){
vg_mode_sub, vg_keyboard, SDLK_LEFT,
vg_mode_add, vg_keyboard, SDLK_RIGHT,
- vg_mode_absmax, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTX,
+ vg_mode_add, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTX,
vg_end
},
[k_sraxis_mbrowse_v] = (vg_input_op[]){
vg_mode_add, vg_keyboard, SDLK_UP,
vg_mode_sub, vg_keyboard, SDLK_DOWN,
- vg_mode_absmax, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTY,
+ vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_LEFTY,
vg_end
},
[k_sraxis_replay_h] = (vg_input_op[]){