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proto native void | SetDisabled (bool pState) |
| disables input controller
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proto void | GetMovement (out float pSpeed, out vector pLocalDirection) |
| returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
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proto native float | GetHeadingAngle () |
| returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)
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proto native vector | GetAimChange () |
| returns per tick aim change (in radians)
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proto native vector | GetAimDelta (float dt) |
| returns aim change (in radians)
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proto native vector | GetTracking () |
| returns absolute tracking change (in radians)
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proto native bool | CameraViewChanged () |
| 1st/3rd person camera view
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proto native bool | CameraIsFreeLook () |
| returns true if freelook is active
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proto native void | ResetFreeLookToggle () |
| reset freelook toggle
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proto native bool | CameraIsTracking () |
| returns if camera is tracking (using IR device)
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proto native bool | Camera3rdIsRightShoulder () |
| returns true if camera is on right/ false-left shoulder
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proto native bool | IsStanceChange () |
| stance change button was pressed
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proto native bool | IsJumpClimb () |
| jump/climb action was pressed
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proto native bool | IsMeleeEvade () |
| returns pressed SHIFT (melee evade)
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proto native bool | IsMeleeFastAttackModifier () |
| returns SHIFT down (melee fast/heavy) attack modifier
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proto native int | IsMeleeLREvade () |
| returns 0,1,2 = none,left,right
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proto native bool | IsMeleeWeaponAttack () |
| return weapon melee attack modifier
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proto native bool | WeaponWasRaiseClick () |
| returns true if weapon click perfomed recently (before raise specifically)
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proto native bool | IsWeaponRaised () |
| returns true if weapon is raised
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proto native bool | WeaponADS () |
| returns true if weapon ADS mode
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proto native void | ResetADS () |
| resets ADS mode to default
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proto native bool | IsThrowingModeChange () |
| returns true if change of throwing mode has been requested
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proto native void | ResetThrowingMode () |
| resets Throwing mode
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proto native bool | IsWalkToggled () |
| returns true if Walk set to toggle
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proto native bool | IsUseButton () |
| Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.
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proto native bool | IsUseButtonDown () |
| Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.
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proto native bool | IsUseItemButton () |
| returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
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proto native bool | IsUseItemButtonDown () |
| returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.
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proto native bool | IsAttackButton () |
| returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
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proto native bool | IsAttackButtonDown () |
| returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
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proto native bool | IsSingleUse () |
| single 'UADefaultAction' (== true for 1 tick only) + not raised
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proto native bool | IsContinuousUse () |
| Long click 'UADefaultAction' (== true for multiple ticks) + not raised.
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proto native bool | IsContinuousUseStart () |
| is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
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proto native bool | IsContinuousUseEnd () |
| is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
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proto native bool | IsImmediateAction () |
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proto native bool | IsReloadOrMechanismSingleUse () |
| weapon handling
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proto native bool | IsReloadOrMechanismContinuousUse () |
| R - reloading / bolting - long press (== true for multiple ticks)
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proto native bool | IsReloadOrMechanismContinuousUseStart () |
| R - reloading / bolting (== true for 1 tick only)
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proto native bool | IsReloadOrMechanismContinuousUseEnd () |
| R - reloading / bolting - long press (== true for multiple ticks)
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proto native bool | IsZoom () |
| zooming
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proto native bool | IsZoomToggle () |
| zooming toggle
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proto native void | ResetZoomToggle () |
| reset zoom toggle
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proto native bool | IsSightChange () |
| sight has been changed (in/out ironsights)
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proto native bool | IsZoomIn () |
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proto native bool | IsZoomOut () |
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proto native bool | IsFireModeChange () |
| fire mode has changed
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proto native bool | IsZeroingUp () |
| zeroing up
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proto native bool | IsZeroingDown () |
| zeroing down
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proto native bool | IsHoldBreath () |
| holding breath
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proto native void | ResetHoldBreath () |
| reset hold breath toggle
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proto native int | IsGestureSlot () |
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proto native bool | IsOtherController () |
| returns true, if player controls other entity (vehicle for example)
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proto native int | IsQuickBarSlot () |
| returns 1..10 if some quickbar slot is used, 0 otherwise
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proto native bool | IsQuickBarSingleUse () |
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proto native bool | IsQuickBarContinuousUse () |
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proto native bool | IsQuickBarContinuousUseStart () |
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proto native bool | IsQuickBarContinuousUseEnd () |
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proto native void | LimitsDisableSprint (bool pDisable) |
| this disables sprint
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proto native bool | LimitsIsSprintDisabled () |
| is sprint disabled
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proto native void | OverrideMovementSpeed (HumanInputControllerOverrideType overrideType, float value) |
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proto native void | OverrideMovementAngle (HumanInputControllerOverrideType overrideType, float value) |
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proto native void | OverrideAimChangeX (HumanInputControllerOverrideType overrideType, float value) |
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proto native void | OverrideAimChangeY (HumanInputControllerOverrideType overrideType, float value) |
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proto native void | OverrideMeleeEvade (HumanInputControllerOverrideType overrideType, bool value) |
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proto native void | OverrideRaise (HumanInputControllerOverrideType overrideType, bool value) |
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proto native void | Override3rdIsRightShoulder (HumanInputControllerOverrideType overrideType, bool value) |
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proto native void | OverrideFreeLook (HumanInputControllerOverrideType overrideType, bool value) |
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void | HumanInputController () |
| never created by script
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void | ~HumanInputController () |
| never created by script
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См. определение в файле human.c строка 17