DIFF

class HumanInputControllerSource

Constructors 2

private void HumanInputController()

never created by script

private void ~HumanInputController()

never created by script

Methods 67

proto native void SetDisabled(bool pState)

disables input controller

proto void GetMovement(out float pSpeed, out vector pLocalDirection)

returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector

proto native float GetHeadingAngle()

returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)

proto native vector GetAimChange()

returns per tick aim change (in radians)

proto native vector GetTracking()

returns absolute tracking change (in radians)

proto native bool CameraViewChanged()

1st/3rd person camera view

proto native void ResetFreeLookToggle()

reset freelook toggle

proto native bool Camera3rdIsRightShoulder()

returns true if camera is on right/ false-left shoulder

proto native bool IsStanceChange()

stance change button was pressed

proto native bool IsJumpClimb()

jump/climb action was pressed

proto native bool IsMeleeEvade()

returns pressed SHIFT (melee evade)

proto native bool IsMeleeFastAttackModifier()

returns SHIFT down (melee fast/heavy) attack modifier

proto native int IsMeleeLREvade()

returns 0,1,2 = none,left,right

proto native bool IsMeleeWeaponAttack()

return weapon melee attack modifier

proto native bool WeaponWasRaiseClick()

returns true if weapon click perfomed recently (before raise specifically)

proto native bool WeaponADS()

returns true if weapon ADS mode

proto native void ResetADS()

resets ADS mode to default

proto native bool IsThrowingModeChange()

returns true if change of throwing mode has been requested

proto native void ResetThrowingMode()

resets Throwing mode

proto native bool IsWalkToggled()

returns true if Walk set to toggle

proto native bool IsUseButton()

Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.

NoteReturns state of both 'UADefaultAction' and 'UAFire' input actions. Those are now separated in the methods below.
proto native bool IsUseButtonDown()

Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.

NoteReturns state of both 'UADefaultAction' and 'UAFire' input actions. Those are now separated in the methods below.
proto native bool IsUseItemButton()

returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.

proto native bool IsUseItemButtonDown()

returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.

proto native bool IsAttackButton()

returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.

proto native bool IsAttackButtonDown()

returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.

proto native bool IsSingleUse()

single 'UADefaultAction' (== true for 1 tick only) + not raised

Referenced by EmoteManager.Update()
proto native bool IsContinuousUse()

Long click 'UADefaultAction' (== true for multiple ticks) + not raised

proto native bool IsContinuousUseStart()

is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised

Referenced by EmoteManager.Update()
proto native bool IsContinuousUseEnd()

is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised

proto native bool IsImmediateAction()

is immediate action triggered - 1 tick only Middle Button + not raised !

proto native bool IsReloadOrMechanismSingleUse()

R - reloading / bolting (== true for 1 tick only)

proto native bool IsReloadOrMechanismContinuousUse()

R - reloading / bolting - long press (== true for multiple ticks)

proto native bool IsReloadOrMechanismContinuousUseStart()

R - reloading / bolting (== true for 1 tick only)

proto native bool IsReloadOrMechanismContinuousUseEnd()

R - reloading / bolting - long press (== true for multiple ticks)

proto native bool IsZoom()

zooming

proto native bool IsZoomToggle()

zooming toggle

proto native void ResetZoomToggle()

reset zoom toggle

proto native bool IsSightChange()

sight has been changed (in/out ironsights)

proto native bool IsZoomIn()
proto native bool IsZoomOut()
proto native bool IsFireModeChange()

fire mode has changed

proto native bool IsZeroingUp()

zeroing up

proto native bool IsZeroingDown()

zeroing down

proto native bool IsHoldBreath()

holding breath

proto native void ResetHoldBreath()

reset hold breath toggle

proto native int IsGestureSlot()

returns 1..12 if F1 - F12 us pressed, 0 otherwise Deprecated; slots no longer used, bindable input actions instead

proto native bool IsOtherController()

returns true, if player controls other entity (vehicle for example)

proto native int IsQuickBarSlot()

returns 1..10 if some quickbar slot is used, 0 otherwise

proto native bool IsQuickBarSingleUse()

single use (== true for 1 tick only) quickbar + not raised !

proto native bool IsQuickBarContinuousUse()

Long click use (== true for multiple ticks) long quickbar + not raised !

proto native bool IsQuickBarContinuousUseStart()

is start of cont use (== true for 1 tick only) long quickbar + not raised !

proto native bool IsQuickBarContinuousUseEnd()

is end of cont use (== true for 1 tick only) long quickbar + not raised !

proto native void LimitsDisableSprint(bool pDisable)

this disables sprint

proto native bool LimitsIsSprintDisabled()

is sprint disabled

proto native void OverrideMovementSpeed(HumanInputControllerOverrideType overrideType, float value)
proto native void OverrideMovementAngle(HumanInputControllerOverrideType overrideType, float value)
proto native void OverrideAimChangeX(HumanInputControllerOverrideType overrideType, float value)
proto native void OverrideAimChangeY(HumanInputControllerOverrideType overrideType, float value)
proto native void OverrideMeleeEvade(HumanInputControllerOverrideType overrideType, bool value)
proto native void OverrideRaise(HumanInputControllerOverrideType overrideType, bool value)
proto native void OverrideFreeLook(HumanInputControllerOverrideType overrideType, bool value)