Fix default KBM bindings for missile and machine gun

This commit is contained in:
Dipshet
2026-08-09 02:19:56 +02:00
parent cd21e7b3bb
commit 51e6daa384
+6 -4
View File
@@ -144,8 +144,10 @@ struct FlightActionDef {
int16_t lx, ly; // left-stick deflection to assert (kb overrides pad axis)
int16_t rx, ry; // right-stick (camera) deflection
};
// Button identities VERIFIED by the M2 round-2 field test:
// A=missile/fire, B=machine gun, X=map/radar, Y=switch target,
// Button identities from field testing. A/B corrected 2026-08-09: the
// M2 round-2 report had these two the wrong way round, which swapped the
// mouse buttons in game (LMB fired missiles, RMB the gun).
// A=machine gun, B=missile/fire, X=map/radar, Y=switch target,
// RS-click=change view, LS-click=gear, BACK=change weapon, START=pause.
// Names and order follow AC7's PC keyboard screen (user request); AC6-only
// actions (pause, wingman, gear) append at the end. AC7 actions with no AC6
@@ -159,8 +161,8 @@ constexpr FlightActionDef kFlightActions[] = {
{"yaw_right", 0x0200, 0, 0, 0, 0, 0, 0}, // RB
{"accelerate", 0, 0, 255, 0, 0, 0, 0}, // RT (was: throttle)
{"decelerate", 0, 255, 0, 0, 0, 0, 0}, // LT (was: brake)
{"fire_machine_gun", 0x2000, 0, 0, 0, 0, 0, 0}, // B
{"fire_missile", 0x1000, 0, 0, 0, 0, 0, 0}, // A - missile / sp weapon
{"fire_machine_gun", 0x1000, 0, 0, 0, 0, 0, 0}, // A
{"fire_missile", 0x2000, 0, 0, 0, 0, 0, 0}, // B - missile / sp weapon
{"change_weapon", 0x0020, 0, 0, 0, 0, 0, 0}, // BACK
// Mode key, no pad effect: while held the mouse drives the camera (right
// stick) instead of pitch/roll - AC7's "Camera Control Key".