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https://github.com/sal063/AC6_recomp
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Fix default KBM bindings for missile and machine gun
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@@ -144,8 +144,10 @@ struct FlightActionDef {
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int16_t lx, ly; // left-stick deflection to assert (kb overrides pad axis)
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int16_t rx, ry; // right-stick (camera) deflection
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};
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// Button identities VERIFIED by the M2 round-2 field test:
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// A=missile/fire, B=machine gun, X=map/radar, Y=switch target,
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// Button identities from field testing. A/B corrected 2026-08-09: the
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// M2 round-2 report had these two the wrong way round, which swapped the
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// mouse buttons in game (LMB fired missiles, RMB the gun).
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// A=machine gun, B=missile/fire, X=map/radar, Y=switch target,
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// RS-click=change view, LS-click=gear, BACK=change weapon, START=pause.
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// Names and order follow AC7's PC keyboard screen (user request); AC6-only
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// actions (pause, wingman, gear) append at the end. AC7 actions with no AC6
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@@ -159,8 +161,8 @@ constexpr FlightActionDef kFlightActions[] = {
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{"yaw_right", 0x0200, 0, 0, 0, 0, 0, 0}, // RB
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{"accelerate", 0, 0, 255, 0, 0, 0, 0}, // RT (was: throttle)
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{"decelerate", 0, 255, 0, 0, 0, 0, 0}, // LT (was: brake)
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{"fire_machine_gun", 0x2000, 0, 0, 0, 0, 0, 0}, // B
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{"fire_missile", 0x1000, 0, 0, 0, 0, 0, 0}, // A - missile / sp weapon
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{"fire_machine_gun", 0x1000, 0, 0, 0, 0, 0, 0}, // A
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{"fire_missile", 0x2000, 0, 0, 0, 0, 0, 0}, // B - missile / sp weapon
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{"change_weapon", 0x0020, 0, 0, 0, 0, 0, 0}, // BACK
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// Mode key, no pad effect: while held the mouse drives the camera (right
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// stick) instead of pitch/roll - AC7's "Camera Control Key".
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