function scr_controls_default() { global.button0 = gp_face1; global.button1 = gp_face2; global.button2 = gp_face4; if (os_type == os_ps4) { var os_map = os_get_info(); var ps4_confirm_button = undefined; if (os_map != -1) { var mapsize = ds_map_size(os_map); var key = ds_map_find_first(os_map); for (var i = 0; i < (mapsize - 1); i++) { if (key == "enter_button_assign") ps4_confirm_button = ds_map_find_value(os_map, key); else key = ds_map_find_next(os_map, key); } ds_map_destroy(os_map); } if (ps4_confirm_button == 0) { global.button0 = gp_face2; global.button1 = gp_face1; } else { global.button0 = gp_face1; global.button1 = gp_face2; } global.button2 = gp_face4; } else if (os_type == os_switch) { global.button0 = gp_face2; global.button1 = gp_face1; global.button2 = gp_face4; } global.default_button0 = global.button0; global.default_button1 = global.button1; global.default_button2 = global.button2; global.input_k[0] = vk_down; global.input_k[1] = vk_right; global.input_k[2] = vk_up; global.input_k[3] = vk_left; global.input_k[4] = ord("Z"); global.input_k[5] = ord("X"); global.input_k[6] = ord("C"); global.input_k[7] = vk_enter; global.input_k[8] = vk_shift; global.input_k[9] = vk_control; global.input_g[0] = gp_padd; global.input_g[1] = gp_padr; global.input_g[2] = gp_padu; global.input_g[3] = gp_padl; global.input_g[4] = global.button0; global.input_g[5] = global.button1; global.input_g[6] = global.button2; global.input_g[7] = 999; global.input_g[8] = 999; global.input_g[9] = 999; if (!i_ex(obj_gamecontroller)) instance_create(0, 0, obj_gamecontroller); with (obj_gamecontroller) gamepad_shoulderlb_reassign = 0; }