k_sraxis_mbrowse_h,
k_sraxis_mbrowse_v,
k_sraxis_replay_h,
+ k_sraxis_skid,
k_sraxis_max
};
vg_mode_absmax, vg_joy_button, SDL_CONTROLLER_BUTTON_X, vg_end
},
[k_srbind_use] = INPUT_BASIC( SDLK_e, SDL_CONTROLLER_BUTTON_Y ),
-[k_srbind_reset] = INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_LEFTSHOULDER ),
+[k_srbind_reset] = INPUT_BASIC( SDLK_r, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_dead_respawn] =
- INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ),
-[k_srbind_camera]= INPUT_BASIC( SDLK_c, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER ),
+ INPUT_BASIC( SDLK_q, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
+[k_srbind_camera]= INPUT_BASIC( SDLK_c, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
[k_srbind_mleft] = INPUT_BASIC( SDLK_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT ),
[k_srbind_mright]= INPUT_BASIC( SDLK_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT ),
[k_srbind_world_left] =
vg_mode_sub, vg_joy_axis, SDL_CONTROLLER_AXIS_TRIGGERLEFT,
vg_end
},
+[k_sraxis_skid] = (vg_input_op[]){
+ vg_mode_add, vg_joy_button, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER,
+ vg_mode_sub, vg_joy_button, SDL_CONTROLLER_BUTTON_LEFTSHOULDER,
+ vg_end
+},
[k_sraxis_max]=NULL
};