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Remapping

 
      Remappings are defined at beginning of script, before the main procedure. The GPC syntax of remapping statements is:
 
remap <input identifier> -> <output identifier>
 
For example, the following remap will make the PS4_CROSS behave like PS4_TRIANGLE:
 
remap PS4_CROSS -> PS4_TRIANGLE;
 
      The above example does not alter the PS4_TRIANGLE itself. The triangle button would continue to send the "TRIANGLE" action unless you remap it to something else, as shown in the following example:
 
remap PS4_CROSS -> PS4_TRIANGLE;
remap PS4_TRIANGLE -> PS4_CROSS;
 
      A remap line can be read this way: "assign the <input identifier> value to <output identifier>". Such that you can have one input feeding several outputs.
 
      All remappings are based on the output identifier, subsequent remap on the same <output identifier> will overwrite the previous remap. It is possible to completely disconnect a output identifier from any input with the command unmap:
 
unmap <output identifier>
 
unmap example:
 
unmap PS4_OPTIONS;
 
Use the constant ALL_REMAPS to unmap all remappings in a single operation.
 
unmap ALL_REMAPS;
 
      Once the remap is performed it does not consume more CPU processing. ATTENTION: Remappings are evaluated only at the end of each iteration of the main procedure, which means the scripting operations on remapped entries should be made without considering the remapping.