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9 | 9 | }, [DIK_TAB, [false, true, false]], false] call CBA_fnc_addKeybind; //Ctrl+Tab Key
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10 | 10 |
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11 | 11 | // Each MCLOS argument is the vector which acceleration will be applied
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12 |
| -["ACE3 Weapons", QGVAR(mclos_joystickUp), LLSTRING(mclosUp), { |
| 12 | +["ACE3 Weapons", QGVAR(adjustUp), LLSTRING(mclosUp), { |
13 | 13 | [[0, 0, 1], ACE_player] call FUNC(MCLOS_buttonPressed)
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14 | 14 | }, {
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15 | 15 | [[0, 0, -1], ACE_player] call FUNC(MCLOS_buttonPressed)
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16 | 16 | },
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17 | 17 | [DIK_NUMPAD8, [false, false, false]], false, 0] call CBA_fnc_addKeybind; // Numpad 8
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18 | 18 |
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19 |
| -["ACE3 Weapons", QGVAR(mclos_joystickDown), LLSTRING(mclosDown), { |
| 19 | +["ACE3 Weapons", QGVAR(adjustDown), LLSTRING(mclosDown), { |
20 | 20 | [[0, 0, -1], ACE_player] call FUNC(MCLOS_buttonPressed)
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21 | 21 | }, {
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22 | 22 | [[0, 0, 1], ACE_player] call FUNC(MCLOS_buttonPressed)
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23 | 23 | },
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24 | 24 | [DIK_NUMPAD2, [false, false, false]], false, 0] call CBA_fnc_addKeybind; // Numpad 2
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25 | 25 |
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26 |
| -["ACE3 Weapons", QGVAR(mclos_joystickLeft), LLSTRING(mclosLeft), { |
| 26 | +["ACE3 Weapons", QGVAR(adjustLeft), LLSTRING(mclosLeft), { |
27 | 27 | [[-1, 0, 0], ACE_player] call FUNC(MCLOS_buttonPressed)
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28 | 28 | }, {
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29 | 29 | [[1, 0, 0], ACE_player] call FUNC(MCLOS_buttonPressed)
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30 | 30 | },
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31 | 31 | [DIK_NUMPAD4, [false, false, false]], false, 0] call CBA_fnc_addKeybind; // Numpad 4
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32 | 32 |
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33 |
| -["ACE3 Weapons", QGVAR(mclos_joystickRight), LLSTRING(mclosRight), { |
| 33 | +["ACE3 Weapons", QGVAR(adjustRight), LLSTRING(mclosRight), { |
34 | 34 | [[1, 0, 0], ACE_player] call FUNC(MCLOS_buttonPressed)
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35 | 35 | }, {
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36 | 36 | [[-1, 0, 0], ACE_player] call FUNC(MCLOS_buttonPressed)
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