Sources/CryGame C++/Solution1/CryGame/GameActionInput.cpp
//////////////////////////////////////////////////////////////////////////
// Bind a key to a action in a specified actionmap.

Bind a key to a action in a specified actionmap.
Bind a key to a action in a specified actionmap .
void CXGame::BindAction(const char *sAction,const char *sKeys,const char *sActionMap, int iKeyPos)
{
	ActionsEnumMapItor itor;
	itor=m_mapActionsEnum.find(sAction);
	if(itor==m_mapActionsEnum.end())
		return;
	IActionMap *pMap=NULL;
	if(!sActionMap)
		pMap=m_pIActionMapManager->GetActionMap("default");
	else
		pMap=m_pIActionMapManager->GetActionMap(sActionMap);
	pMap->BindAction(itor->second.nId,sKeys, 0, iKeyPos);
}
void CXGame :: BindAction ( const char * sAction , const char * sKeys , const char * sActionMap , int iKeyPos ) { ActionsEnumMapItor itor ; itor = m_mapActionsEnum . find ( sAction ) ; if ( itor == m_mapActionsEnum . end ( ) ) return ; IActionMap * pMap = NULL ; if ( ! sActionMap ) pMap = m_pIActionMapManager -> GetActionMap ( " " ) ; else pMap = m_pIActionMapManager -> GetActionMap ( sActionMap ) ; pMap -> BindAction ( itor -> second . nId , sKeys , 0 , iKeyPos ) ; }
Bind a key to a action in a specified actionmap.
Bind a key to a action in a specified actionmap .
// find action
 // if no actionmap specified we use the default one
 // bind
