DIFF

class UAInterface

Constructors 2

private void UAInterface()
private void ~UAInterface()

Methods 18

proto native float SyncedValue_ID(int action, bool check_focus = true)

Get action state

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: actual action state as float, for regular two state buttons returns 0 or 1, for analog buttons/axes returns value in interval <0, 1> with consideration of defined deadzones

See also: SyncedValue()

proto native float SyncedValue(string action, bool check_focus = true)
proto native bool SyncedPress_ID(int action, bool check_focus = true)

Returns true just in frame, when action was invoked (button was pressed)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was invoked in that frame, false otherwise

See also: SyncedPress()

proto native bool SyncedRelease_ID(int action, bool check_focus = true)

Returns true just in frame, when release action happened (button was released)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedRelease()

proto native bool SyncedRelease(string action, bool check_focus = true)
proto native bool SyncedHold_ID(int action, bool check_focus = true)

Returns true just in frame, when hold action invoked (button is hold)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedHold()

proto native bool SyncedHold(string action, bool check_focus = true)
proto native bool SyncedDbl_ID(int action, bool check_focus = true)

Returns true just in frame, when double click action invoked (button double clicked)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedDbl()

proto native bool SyncedDbl(string action, bool check_focus = true)
proto native bool SyncedClick_ID(int action, bool check_focus = true)

Returns true just in frame, when single click action invoked (button pressed and released before hold timer)

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
check_focus
if true and game is unfocused, returns 0; otherwise returns actual value

Returns: true if action was released in that frame, false otherwise

See also: SyncedClick()

proto native bool SyncedClick(string action, bool check_focus = true)
proto native bool SyncedOverride_ID(int action, float value, OverrideInputType type, bool oneTime)INPUT_OVERRIDE

Returns true when the override happened succesfully

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
value
of the parameter that should be overwritten (0 for false, anything else for true)

Returns: true if action value was overwritten

proto native bool SyncedOverride(string action, float value, OverrideInputType type, bool oneTime)INPUT_OVERRIDE
proto native bool SyncedRemoveOverride_ID(int action)INPUT_OVERRIDE

Returns true when the override was removed succesfully

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c

Returns: true if the action override was removed

proto native bool SyncedRemoveOverride(string action)INPUT_OVERRIDE
proto native bool SyncedRemoveAllOverrides()INPUT_OVERRIDE
Referenced by Bot.Stop()
proto bool SyncedGetInputOverride(int action, OverrideInputType type, bool countUsage, out float value)INPUT_OVERRIDE

Returns true when the override exists and returns the value through value

action
id of action, defined in \ref 4_World/Classes/UserActionsComponent/_constants.c
type
the type of input the override should use
countUsage
whether this call should remove the overwrite when oneTime is true
value
returns the value of the override if it exists

Returns: true if the action override exists