Lately I've been learning how to generate configuration files for my game so I can save the user's preferred keymappings and then read them from the disk when the game is opened again. However, upon checking the generated .cfg file, I realized I'm actually putting in an entire InputEventKey node for every defined key into the file instead of just the keycodes.
Example (move_left is a single line):
[keycfg]
move_left=Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":true,"scancode":65,"unicode":97,"echo":false,"script":null)
It's not a particularly hard thing to patch out. I'm just wondering if I should do that at all since it has not done any harm to me (and I'm lazy, and it works as intended, and I've got other things to worry about). The fact that you could potentially attach an external script via the "script" field is what's worrying me, though. Is that possible at all? Is there some other reasons for me not to keep it the way it is?