# Stick-vs-key priority end-to-end: a held SE key walks the player SE until
# the left stick deflects past the deadzone - the stick wins (E at remapped
# speed) - and releasing the stick falls back to the still-held key. The
# direction changes apply on tile boundaries (tile-stepped). Run short
# enough that the idle trigger (<3s) never fires.
# frames: 320
10 keydown c
20 keydown lstick:1.0,0.0
100 keyup lstick
200 keyup c
