From 51e6daa3840229f7b6a895d992818f266f1aa8d9 Mon Sep 17 00:00:00 2001 From: Dipshet <264011288+Dipshet@users.noreply.github.com> Date: Sun, 9 Aug 2026 02:19:56 +0200 Subject: [PATCH] Fix default KBM bindings for missile and machine gun --- src/ac6_backend_fixes/ac6_kbm_input.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/src/ac6_backend_fixes/ac6_kbm_input.cpp b/src/ac6_backend_fixes/ac6_kbm_input.cpp index 6a24d9fe..f57c83c9 100644 --- a/src/ac6_backend_fixes/ac6_kbm_input.cpp +++ b/src/ac6_backend_fixes/ac6_kbm_input.cpp @@ -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".