-/*
- * To reduce size of game specific configs, default binds are not saved.
- * So we mark default binds in in_config_start(), override them in in_config_bind_key(),
- * and restore whatever default binds are left in in_config_end().
- */
-void in_config_start(void)
-{
- int i;
-
- /* mark all default binds, so they get overwritten by func below */
- for (i = 0; i < IN_MAX_DEVS; i++) {
- int n, count, *binds, *def_binds;
-
- binds = in_devices[i].binds;
- if (binds == NULL)
- continue;
-
- count = in_devices[i].key_count;
- def_binds = binds + count * IN_BINDTYPE_COUNT;
-
- for (n = 0; n < count * IN_BINDTYPE_COUNT; n++)
- if (binds[n] == def_binds[n])
- binds[n] = -1;
- }
-}
-