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port/src/input.c: 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/ TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each bound to a comma-separated list of up to 4 SDL scancode names via Input.Bind.* keys. inputRebuildBinds() parses them in inputInit() after configLoad(); SDL_GetScancodeFromName resolves names, unknowns warn + skip. The hardcoded keyDown(ks, SDL_SCANCODE_*) block in inputComputePad is replaced with actHeld(ks, IA_*). Mouse buttons (fire/aim) stay hardwired. File-driven, no UI -- matches the PD port. A fresh ge007.ini gets the full [Bind] block with defaults visible. Defaults reproduce the previous FPS layout exactly: all 20 default key names round-trip to the identical SDL_Scancode the old code used (0 mismatches in a SDL_GetScancodeFromName test). Build clean; verify.sh dam/facility/bunker1 PASS crash-free. findings.md D214 + index; QOL-INVENTORY row marked done.