//
// This file contains a command and an "ideal" key.  At startup, if a key is not bound for the
// given command, the availability of the ideal key is checked.  If it is available, the key
// is bound - otherwise the game will go through all keys until it finds one that is available
// or it fails.
//
// If for any reason a mod binds a key to something nonsensical, like CS:S does, you can force
// an override by specifying an "override_if" key/value.  For example, in CS:S, F6 is automatically
// bound to quick save, which is a feature unused in the game.  So the "save_replay" subkey in cstrike
// looks like this:
//
//	"save_replay"
//	{
//		"ideal_key"				"F6"
//		"override_if"			"save quick"
//	}
//
"scripts/newbindings.txt"
{
	"save_replay"
	{
		"ideal_key"				"F6"
	}
	
	"+use_action_slot_item"
	{
		"ideal_key"				"h"
	}
	
	"cl_trigger_first_notification"
	{
		"ideal_key"				"j"
	}
	
	"cl_decline_first_notification"
	{
		"ideal_key"				"k"
	}
	
	"abuse_report_queue"
	{
		"ideal_key"				"F7"
	}

	"vr_reset_home_pos"
	{
		"ideal_key"				"F11"			
	}

	"+attack3"
	{
		"ideal_key"				"mouse3"
	}
	"vr_toggle"
	{
		"ideal_key"				"F9"
	}
	"show_quest_log"
	{
		"ideal_key"				"F2"
	}
	"say_party"
	{
		"ideal_key"				"p"
	}
}