class ScriptInputUserDataSource
ScriptInputUserData › ParamsWriteContext
Constructors 2
void ScriptInputUserData()void ~ScriptInputUserData()Methods 4
proto native void Reset()proto native void Send()Referenced by ActionBaseCB.Interrupt(), ActionManagerClient.ActionStart(), ActionManagerClient.ProcessActionInputEnd()
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, ActionManagerClient.ProcessActionRequestEnd(), ActionManagerClient.RequestInterruptAction(), BotTestSpamUserActions_GetEntityFromSlot.OnUpdate(), DayZPlayerImplementMeleeCombat.Update(), EmoteManager.SendEmoteRequestSync(), EmoteManager.SendEmoteRequestSyncEx(), HumanInventory.Update(), InventoryInputUserData.SendClientInventoryCheck(), InventoryInputUserData.SendInputUserDataHandEvent(), InventoryInputUserData.SendInputUserDataMove(), InventoryInputUserData.SendInputUserDataSwap(), ItemBase.CombineItemsClient(), ItemBase.OnRightClick(), ItemBase.SplitIntoStackMaxCargoClient(), ItemBase.SplitIntoStackMaxClient(), ItemBase.SplitIntoStackMaxHandsClient(), ItemBase.SplitIntoStackMaxToInventoryLocationClient(), OnlineServices.MutePlayer(), PlayerBase.ProcessADSSyncResetRequest(), PlayerBase.SendLiftWeaponSync(), PlayerBase.TogglePlacingLocal(), QuickBarBase.SetEntityShortcut(), and WeaponManager.Synchronize()proto native bool CopyFrom(ParamsReadContext other)Referenced by DayZPlayerInventory.ProcessInputData()
proto native static bool CanStoreInputUserData()Returns true when the channel is free, AND the InputBuffer is NOT full (same as '!IsNetworkInputBufferFull()')
Referenced by ActionBaseCB.Interrupt(), ActionManagerClient.ActionStart(), ActionManagerClient.ProcessActionInputEnd()