Template:PatchDiff/October 13, 2011 Patch/team fortress 2 content.gcf/tf/scripts/newbindings.txt

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44// is bound - otherwise the game will go through all keys until it finds one that is available
55// or it fails.
66//
N/A7// If for any reason a mod binds a key to something nonsensical, like CS:S does, you can force
N/A8// an override by specifying an "override_if" key/value. For example, in CS:S, F6 is automatically
N/A9// bound to quick save, which is a feature unused in the game. So the "save_replay" subkey in cstrike
N/A10// looks like this:
N/A11//
N/A12// "save_replay"
N/A13// {
N/A14// "ideal_key" "F6"
N/A15// "override_if" "save quick"
N/A16// }
N/A17//
718"scripts/newbindings.txt"
819{
9N/A "save_replay" "F6"
10N/A "replay_togglereplaytips" "F12"
11N/A "use_action_slot_item" "h"
12N/A "cl_trigger_first_notification" "j"
13N/A "cl_decline_first_notification" "k"
N/A20 "save_replay"
N/A21 {
N/A22 "ideal_key" "F6"
N/A23 }
N/A24 
N/A25 "+use_action_slot_item"
N/A26 {
N/A27 "ideal_key" "h"
N/A28 }
N/A29 
N/A30 "cl_trigger_first_notification"
N/A31 {
N/A32 "ideal_key" "j"
N/A33 }
N/A34 
N/A35 "cl_decline_first_notification"
N/A36 {
N/A37 "ideal_key" "k"
N/A38 }
1439}