UnrealScript... man! What a mess. But it looks like I have found how
to create new console commands (and thus new key binds) for a game type.
In Engine.PlayerPawn.uc, starting at line 1138, there are series of
"exec function" statements that correlate with console commands. The
comment there reads "Normal gameplay execs / Type the name of the exec
function at the console to execute it". I'm assuming I can simply
subclass any PlayerPawn child class (like TMale1) and put a few "exec
function XYZ()" blocks in to define new commands.
Of course the obvious flaw in the class hierarchy model is that if I
want to make a change to PlayerPawn, I can extend it, but what about all
the classes that already use PlayerPawn as their base class? They don't
inherit the changes, so I have to extend each "child" class
independently? Yuck! I'll ask around about this one, because it seems
like too much of a weakness to be true. (But you never know.)