Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Engine.PlayerInput


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472
00473
00474
00475
00476
00477
00478
00479
00480
00481
00482
00483
00484
00485
00486
00487
00488
00489
00490
00491
00492
00493
00494
00495
00496
00497
00498
00499
00500
00501
00502
00503
00504
00505
00506
00507
00508
00509
00510
00511
00512
00513
00514
00515
00516
00517
00518
00519
00520
00521
00522
00523
00524
00525
00526
00527
00528
00529
00530
00531
00532
00533
00534
00535
00536
00537
00538
00539
00540
00541
00542
00543
00544
00545
00546
00547
00548
00549
00550
00551
00552
00553
00554
00555
00556
00557
00558
00559
00560
00561
00562
00563
00564
00565
00566
00567
00568
00569
00570
00571
00572
00573
00574
00575
00576
00577
00578
00579
00580
00581
00582
00583
00584
00585
00586
00587
00588
00589
00590
00591
00592
00593
00594
00595
00596
00597
00598
00599
00600
00601
00602
00603
00604
00605
00606
00607
00608
00609
00610
00611
00612
00613
00614
00615
00616
00617
00618
00619
00620
00621
00622
00623
00624
00625
00626
00627
00628
00629
00630
00631
00632
00633
00634
00635
00636
00637
00638
00639
00640
00641
00642
00643
00644
00645
00646
00647
00648
00649
00650
00651
00652
00653
00654
//=============================================================================
// PlayerInput
// Object within playercontroller that manages player input.
// only spawned on client
// Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
//=============================================================================

class PlayerInput extends Input within PlayerController
	config(Input)
	transient
	native(UserInterface);

// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)
// (cpptext)

/** Player is giving input through a gamepad */
var	const bool	bUsingGamepad;
var const Name	LastAxisKeyName;

var globalconfig	bool		bInvertMouse;							/** if true, mouse y axis is inverted from normal FPS mode */
var globalconfig	bool		bInvertTurn;							/** if true, mouse x axis is inverted from normal FPS mode */

// Double click move flags
var					bool		bWasForward;
var					bool		bWasBack;
var					bool		bWasLeft;
var					bool		bWasRight;
var					bool		bEdgeForward;
var					bool		bEdgeBack;
var					bool		bEdgeLeft;
var					bool 		bEdgeRight;

var					float		DoubleClickTimer;						/** max double click interval for double click move */
var globalconfig	float		DoubleClickTime;						/** stores time of first click for potential double click */

var globalconfig	float		MouseSensitivity;

// Input axes.
var input			float		aBaseX;
var input			float		aBaseY;
var input			float		aBaseZ;
var input			float		aMouseX;
var input			float		aMouseY;
var input			float		aForward;
var input			float		aTurn;
var input			float		aStrafe;
var input			float		aUp;
var input			float		aLookUp;

// PS3 SIXAXIS axes
var input			float		aPS3AccelX;
var input			float		aPS3AccelY;
var input			float		aPS3AccelZ;
var input			float		aPS3Gyro;

//
// Joy Raw Input
//
/** Joypad left thumbstick, vertical axis. Range [-1,+1] */
var		transient	float	RawJoyUp;
/** Joypad left thumbstick, horizontal axis. Range [-1,+1] */
var		transient	float	RawJoyRight;
/** Joypad right thumbstick, horizontal axis. Range [-1,+1] */
var		transient	float	RawJoyLookRight;
/** Joypad right thumbstick, vertical axis. Range [-1,+1] */
var		transient	float	RawJoyLookUp;

/** move forward speed scaling */
var()	config		float	MoveForwardSpeed;
/** strafe speed scaling */
var()	config		float	MoveStrafeSpeed;
/** Yaw turn speed scaling */
var()	config		float	LookRightScale;
/** pitch turn speed scaling */
var()	config		float	LookUpScale;


// Input buttons.
var input			byte		bStrafe;
var input			byte		bXAxis;
var input			byte		bYAxis;

// Mouse smoothing control
var globalconfig bool		bEnableMouseSmoothing;			/** if true, mouse smoothing is enabled */

// Zoom Scaling
var bool bEnableFOVScaling;

// Mouse smoothing sample data
var float ZeroTime[2];							/** How long received mouse movement has been zero. */
var float SmoothedMouse[2];						/** Current average mouse movement/sample */
var int MouseSamples;							/** Number of mouse samples since mouse movement has been zero */
var float  MouseSamplingTotal;					/** DirectInput's mouse sampling total time */

//=============================================================================
// Input related functions.

exec function bool InvertMouse()
{
	bInvertMouse = !bInvertMouse;
	SaveConfig();
	return bInvertMouse;
}

exec function bool InvertTurn()
{
	bInvertTurn = !bInvertTurn;
	SaveConfig();
	return bInvertTurn;
}

exec function SetSensitivity(Float F)
{
	MouseSensitivity = F;
}

/** Hook called from HUD actor. Gives access to HUD and Canvas */
function DrawHUD( HUD H );

function PreProcessInput(float DeltaTime);
function PostProcessInput(float DeltaTime);

function AdjustMouseSensitivity(float FOVScale)
{
	// Apply mouse sensitivity.
	aMouseX			*= MouseSensitivity * FOVScale;
	aMouseY			*= MouseSensitivity * FOVScale;
}

// Postprocess the player's input.
event PlayerInput( float DeltaTime )
{
	local float FOVScale, TimeScale;

	// Save Raw values
	RawJoyUp		= aBaseY;
	RawJoyRight		= aStrafe;
	RawJoyLookRight	= aTurn;
	RawJoyLookUp	= aLookUp;

	// PlayerInput shouldn't take timedilation into account
	DeltaTime /= WorldInfo.TimeDilation;
	if (Outer.bDemoOwner && WorldInfo.NetMode == NM_Client)
	{
		DeltaTime /= WorldInfo.DemoPlayTimeDilation;
	}

	PreProcessInput( DeltaTime );

	// Scale to game speed
	TimeScale = 100.f*DeltaTime;
	aBaseY		*= TimeScale * MoveForwardSpeed;
	aStrafe		*= TimeScale * MoveStrafeSpeed;
	aUp			*= TimeScale * MoveStrafeSpeed;
	aTurn		*= TimeScale * LookRightScale;
	aLookUp		*= TimeScale * LookUpScale;

	PostProcessInput( DeltaTime );

	ProcessInputMatching(DeltaTime);

	// Check for Double click movement.
	CatchDoubleClickInput();

	// Take FOV into account (lower FOV == less sensitivity).

	if ( bEnableFOVScaling )
	{
		FOVScale = GetFOVAngle() * 0.01111; // 0.01111 = 1 / 90.0
	}
	else
	{
		FOVScale = 1.0;
	}

	AdjustMouseSensitivity(FOVScale);

	// mouse smoothing
	if ( bEnableMouseSmoothing )
	{
		aMouseX = SmoothMouse(aMouseX, DeltaTime,bXAxis,0);
		aMouseY = SmoothMouse(aMouseY, DeltaTime,bYAxis,1);
	}

	aLookUp			*= FOVScale;
	aTurn			*= FOVScale;

	// Turning and strafing share the same axis.
	if( bStrafe > 0 )
		aStrafe		+= aBaseX + aMouseX;
	else
		aTurn		+= aBaseX + aMouseX;

	// Look up/down.
	aLookup += aMouseY;
	if (bInvertMouse)
	{
		aLookup *= -1.f;
	}

	if (bInvertTurn)
	{
		aTurn *= -1.f;
	}

	// Forward/ backward movement
	aForward		+= aBaseY;

	// Handle walking.
	HandleWalking();

	// ignore move input
	// Do not clear RawJoy flags, as we still want to be able to read input.
	if( IsMoveInputIgnored() )
	{
		aForward	= 0.f;
		aStrafe		= 0.f;
		aUp			= 0.f;
	}

	// ignore look input
	// Do not clear RawJoy flags, as we still want to be able to read input.
	if( IsLookInputIgnored() )
	{
		aTurn		= 0.f;
		aLookup		= 0.f;
	}
}

function CatchDoubleClickInput()
{
	if (!IsMoveInputIgnored())
	{
		bEdgeForward	= (bWasForward	^^ (aBaseY	> 0));
		bEdgeBack		= (bWasBack		^^ (aBaseY	< 0));
		bEdgeLeft		= (bWasLeft		^^ (aStrafe < 0));
		bEdgeRight		= (bWasRight	^^ (aStrafe > 0));
		bWasForward		= (aBaseY	> 0);
		bWasBack		= (aBaseY	< 0);
		bWasLeft		= (aStrafe	< 0);
		bWasRight		= (aStrafe	> 0);
	}
}

// check for double click move
function Actor.EDoubleClickDir CheckForDoubleClickMove(float DeltaTime)
{
	local Actor.EDoubleClickDir DoubleClickMove, OldDoubleClick;

	if ( DoubleClickDir == DCLICK_Active )
		DoubleClickMove = DCLICK_Active;
	else
		DoubleClickMove = DCLICK_None;
	if (DoubleClickTime > 0.0)
	{
		if ( DoubleClickDir == DCLICK_Active )
		{
			if ( (Pawn != None) && (Pawn.Physics == PHYS_Walking) )
			{
				DoubleClickTimer = 0;
				DoubleClickDir = DCLICK_Done;
			}
		}
		else if ( DoubleClickDir != DCLICK_Done )
		{
			OldDoubleClick = DoubleClickDir;
			DoubleClickDir = DCLICK_None;

			if (bEdgeForward && bWasForward)
				DoubleClickDir = DCLICK_Forward;
			else if (bEdgeBack && bWasBack)
				DoubleClickDir = DCLICK_Back;
			else if (bEdgeLeft && bWasLeft)
				DoubleClickDir = DCLICK_Left;
			else if (bEdgeRight && bWasRight)
				DoubleClickDir = DCLICK_Right;

			if ( DoubleClickDir == DCLICK_None)
				DoubleClickDir = OldDoubleClick;
			else if ( DoubleClickDir != OldDoubleClick )
				DoubleClickTimer = DoubleClickTime + 0.5 * DeltaTime;
			else
				DoubleClickMove = DoubleClickDir;
		}

		if (DoubleClickDir == DCLICK_Done)
		{
			DoubleClickTimer = FMin(DoubleClickTimer-DeltaTime,0);
			if (DoubleClickTimer < -0.35)
			{
				DoubleClickDir = DCLICK_None;
				DoubleClickTimer = DoubleClickTime;
			}
		}
		else if ((DoubleClickDir != DCLICK_None) && (DoubleClickDir != DCLICK_Active))
		{
			DoubleClickTimer -= DeltaTime;
			if (DoubleClickTimer < 0)
			{
				DoubleClickDir = DCLICK_None;
				DoubleClickTimer = DoubleClickTime;
			}
		}
	}
	return DoubleClickMove;
}

/**
 * Iterates through all InputRequests on the PlayerController and
 * checks to see if a new input has been matched, or if the entire
 * match sequence should be reset.
 *
 * @param	DeltaTime - time since last tick
 */
final function ProcessInputMatching(float DeltaTime)
{
	local float Value;
	local int i,MatchIdx;
	local bool bMatch;
	// iterate through each request,
	for (i = 0; i < InputRequests.Length; i++)
	{
		// if we have a valid match idx
		if (InputRequests[i].MatchActor != None &&
			InputRequests[i].MatchIdx >= 0 &&
			InputRequests[i].MatchIdx < InputRequests[i].Inputs.Length)
		{
			MatchIdx = InputRequests[i].MatchIdx;
			// if we've exceeded the delta,
			// ignore the delta for the first match
			if (MatchIdx != 0 &&
				WorldInfo.TimeSeconds - InputRequests[i].LastMatchTime >= InputRequests[i].Inputs[MatchIdx].TimeDelta)
			{
				// reset this match
				InputRequests[i].LastMatchTime = 0.f;
				InputRequests[i].MatchIdx = 0;

				// fire off the cancel event
				if (InputRequests[i].FailedFuncName != 'None')
				{
					InputRequests[i].MatchActor.SetTimer(0.01f, false, InputRequests[i].FailedFuncName );
				}
			}
			else
			{
				// grab the current input value of the matching type
				Value = 0.f;
				switch (InputRequests[i].Inputs[MatchIdx].Type)
				{
				case IT_XAxis:
					Value = aStrafe;
					break;
				case IT_YAxis:
					Value = aBaseY;
					break;
				}
				// check to see if this matches
				switch (InputRequests[i].Inputs[MatchIdx].Action)
				{
				case IMA_GreaterThan:
					bMatch = Value >= InputRequests[i].Inputs[MatchIdx].Value;
					break;
				case IMA_LessThan:
					bMatch = Value <= InputRequests[i].Inputs[MatchIdx].Value;
					break;
				}
				if (bMatch)
				{
					// mark it as matched
					InputRequests[i].LastMatchTime = WorldInfo.TimeSeconds;
					InputRequests[i].MatchIdx++;
					// check to see if we've matched all inputs
					if (InputRequests[i].MatchIdx >= InputRequests[i].Inputs.Length)
					{
						// fire off the event
						if (InputRequests[i].MatchFuncName != 'None')
						{
							InputRequests[i].MatchActor.SetTimer(0.01f,false,InputRequests[i].MatchFuncName);
						}
						// reset this match
						InputRequests[i].LastMatchTime = 0.f;
						InputRequests[i].MatchIdx = 0;
						// as well as all others
					}
				}
			}
		}
	}
}

//*************************************************************************************
// Normal gameplay execs
// Type the name of the exec function at the console to execute it

exec function Jump()
{
	if ( WorldInfo.Pauser == PlayerReplicationInfo )
		SetPause( False );
	else
		bPressedJump = true;
}

exec function SmartJump()
{
	Jump();
}

//*************************************************************************************
// Mouse smoothing

exec function ClearSmoothing()
{
	local int i;

	for ( i=0; i<2; i++ )
	{
		//`Log(i$" zerotime "$zerotime[i]$" smoothedmouse "$SmoothedMouse[i]);
		ZeroTime[i] = 0;
		SmoothedMouse[i] = 0;
	}
	//`Log("MouseSamplingTotal "$MouseSamplingTotal$" MouseSamples "$MouseSamples);
    	MouseSamplingTotal = Default.MouseSamplingTotal;
	MouseSamples = Default.MouseSamples;
}

/** SmoothMouse()
Smooth mouse movement, because mouse sampling doesn't match up with tick time.
 * @note: if we got sample event for zero mouse samples (so we
			didn't have to guess whether a 0 was caused by no sample occuring during the tick (at high frame rates) or because the mouse actually stopped)
 * @param: aMouse is the mouse axis movement received from DirectInput
 * @param: DeltaTime is the tick time
 * @param: SampleCount is the number of mouse samples received from DirectInput
 * @param: Index is 0 for X axis, 1 for Y axis
 * @return the smoothed mouse axis movement
 */
function float SmoothMouse(float aMouse, float DeltaTime, out byte SampleCount, int Index)
{
	local float MouseSamplingTime;

	if (DeltaTime < 0.25)
	{
		MouseSamplingTime = MouseSamplingTotal/MouseSamples;

		if ( aMouse == 0 )
		{
			// no mouse movement received
			ZeroTime[Index] += DeltaTime;
			if ( ZeroTime[Index] < MouseSamplingTime )
			{
				// zero mouse movement is possibly because less than the mouse sampling interval has passed
				aMouse = SmoothedMouse[Index] * DeltaTime/MouseSamplingTime;
			}
			else
			{
				SmoothedMouse[Index] = 0;
			}
		}
		else
		{
			ZeroTime[Index] = 0;
			if ( SmoothedMouse[Index] != 0 )
			{
				// this isn't the first tick with non-zero mouse movement
				if ( DeltaTime < MouseSamplingTime * (SampleCount + 1) )
				{
					// smooth mouse movement so samples/tick is constant
					aMouse = aMouse * DeltaTime/(MouseSamplingTime * SampleCount);
				}
				else
				{
					// fewer samples, so going slow
					// use number of samples we should have had for sample count
					SampleCount = DeltaTime/MouseSamplingTime;
				}
			}
			SmoothedMouse[Index] = aMouse/SampleCount;
		}
	}
	else
	{
		// if we had an abnormally long frame, clear everything so it doesn't distort the results
		ClearSmoothing();
	}
	SampleCount = 0;
	return aMouse;
}

defaultproperties
{
   bEnableMouseSmoothing=True
   DoubleClickTime=0.250000
   MouseSensitivity=25.000000
   MoveForwardSpeed=1200.000000
   MoveStrafeSpeed=1200.000000
   LookRightScale=300.000000
   LookUpScale=-250.000000
   MouseSamples=1
   MouseSamplingTotal=0.008300
   Bindings(0)=(Name="F8",Command="set D3DRenderDevice bUsePostProcessEffects True")
   Bindings(1)=(Name="F9",Command="shot")
   Bindings(2)=(Name="P",Command="TogglePhysicsMode")
   Bindings(3)=(Name="Delete",Command="Camera Default")
   Bindings(4)=(Name="End",Command="Camera FirstPerson")
   Bindings(5)=(Name="MouseX",Command="Count bXAxis | Axis aMouseX")
   Bindings(6)=(Name="LeftShift",Command="Walking")
   Bindings(7)=(Name="F7",Command="set D3DRenderDevice bUsePostProcessEffects False")
   Bindings(8)=(Name="MouseY",Command="Count bYAxis | Axis aMouseY")
   Bindings(9)=(Name="Duck",Command="Button bDuck | Axis aUp Speed=-1.0  AbsoluteAxis=100")
   Bindings(10)=(Name="Look",Command="Button bLook")
   Bindings(11)=(Name="Pause",Command="Pause")
   Bindings(12)=(Name="LookToggle",Command="Toggle bLook")
   Bindings(13)=(Name="LookUp",Command="Axis aLookUp Speed=+25.0 AbsoluteAxis=100")
   Bindings(14)=(Name="LookDown",Command="Axis aLookUp Speed=-25.0 AbsoluteAxis=100")
   Bindings(15)=(Name="CenterView",Command="Button bSnapLevel")
   Bindings(16)=(Name="Walking",Command="Button bRun")
   Bindings(17)=(Name="Strafe",Command="Button bStrafe")
   Bindings(18)=(Name="NextWeapon",Command="NextWeapon")
   Bindings(19)=(Name="ViewTeam",Command="ViewClass Pawn")
   Bindings(20)=(Name="TurnToNearest",Command="Button bTurnToNearest")
   Bindings(21)=(Name="Turn180",Command="Button bTurn180")
   Bindings(22)=(Name="GBA_MoveForward",Command="Axis aBaseY Speed=1.0")
   Bindings(23)=(Name="GBA_Backward",Command="Axis aBaseY Speed=-1.0")
   Bindings(24)=(Name="GBA_StrafeLeft",Command="Axis aStrafe Speed=-1.0")
   Bindings(25)=(Name="GBA_StrafeRight",Command="Axis aStrafe Speed=+1.0")
   Bindings(26)=(Name="GBA_TurnLeft",Command="Axis aBaseX Speed=-200.0 AbsoluteAxis=100")
   Bindings(27)=(Name="GBA_TurnRight",Command="Axis aBaseX  Speed=+200.0 AbsoluteAxis=100")
   Bindings(28)=(Name="GBA_Jump",Command="Jump | Axis aUp Speed=+1.0 AbsoluteAxis=100")
   Bindings(29)=(Name="GBA_Duck",Command="Duck | onrelease UnDuck | Axis aUp Speed=-1.0  AbsoluteAxis=100")
   Bindings(30)=(Name="GBA_Fire",Command="StartFire | OnRelease StopFire")
   Bindings(31)=(Name="GBA_AltFire",Command="StartAltFire | OnRelease StopAltFire")
   Bindings(32)=(Name="GBA_Use",Command="use")
   Bindings(33)=(Name="GBA_FeignDeath",Command="FeignDeath")
   Bindings(34)=(Name="GBA_SwitchToBestWeapon",Command="SwitchToBestWeapon")
   Bindings(35)=(Name="GBA_PrevWeapon",Command="PrevWeapon")
   Bindings(36)=(Name="GBA_NextWeapon",Command="NextWeapon")
   Bindings(37)=(Name="GBA_SwitchWeapon1",Command="switchweapon 1")
   Bindings(38)=(Name="GBA_SwitchWeapon2",Command="switchweapon 2")
   Bindings(39)=(Name="GBA_SwitchWeapon3",Command="switchweapon 3")
   Bindings(40)=(Name="GBA_SwitchWeapon4",Command="switchweapon 4")
   Bindings(41)=(Name="GBA_SwitchWeapon5",Command="switchweapon 5")
   Bindings(42)=(Name="GBA_SwitchWeapon6",Command="switchweapon 6")
   Bindings(43)=(Name="GBA_SwitchWeapon7",Command="switchweapon 7")
   Bindings(44)=(Name="GBA_SwitchWeapon8",Command="switchweapon 8")
   Bindings(45)=(Name="GBA_SwitchWeapon9",Command="switchweapon 9")
   Bindings(46)=(Name="GBA_SwitchWeapon10",Command="switchweapon 10")
   Bindings(47)=(Name="GBA_ToggleTranslocator",Command="ToggleTranslocator")
   Bindings(48)=(Name="GBA_ToggleSpeaking",Command="ToggleSpeaking true | OnRelease ToggleSpeaking false")
   Bindings(49)=(Name="GBA_Talk",Command="talk")
   Bindings(50)=(Name="GBA_TeamTalk",Command="teamtalk")
   Bindings(51)=(Name="GBA_Taunt1",Command="taunt 1")
   Bindings(52)=(Name="GBA_Taunt2",Command="taunt 2")
   Bindings(53)=(Name="GBA_Horn",Command="PlayVehicleHorn")
   Bindings(54)=(Name="GBA_ShowMenu",Command="CloseEditorViewport | onrelease ShowMenu")
   Bindings(55)=(Name="GBA_ShowCommandMenu",Command="ShowCommandMenu")
   Bindings(56)=(Name="GBA_ShowScores",Command="SetShowScores true | Onrelease SetShowScores false")
   Bindings(57)=(Name="GBA_ShowMap",Command="ShowMap")
   Bindings(58)=(Name="GBA_ToggleMinimap",Command="ToggleMinimap")
   Bindings(59)=(Name="GBA_TriggerHero",Command="TriggerHero")
   Bindings(60)=(Name="GBA_GrowHud",Command="GrowHud")
   Bindings(61)=(Name="GBA_ShrinkHud",Command="ShrinkHud")
   Bindings(62)=(Name="GBA_ToggleMelee",Command="ToggleMelee | Axis aUp Speed=-1.0 AbsoluteAxis=100")
   Bindings(63)=(Name="GBA_WeaponPicker",Command="ShowQuickPick | OnRelease HideQuickPick")
   Bindings(64)=(Name="GBA_Jump_Gamepad",Command="SmartJump | Axis aUp Speed=1.0 AbsoluteAxis=100")
   Bindings(65)=(Name="GBA_StrafeLeft_Gamepad",Command="Axis aStrafe Speed=1.0 DeadZone=0.2")
   Bindings(66)=(Name="GBA_MoveForward_Gamepad",Command="Axis aBaseY Speed=1.0 DeadZone=0.2")
   Bindings(67)=(Name="GBA_TurnLeft_Gamepad",Command="Axis aTurn Speed=1.0 DeadZone=0.2")
   Bindings(68)=(Name="GBA_Look_Gamepad",Command="Axis aLookup Speed=0.65 DeadZone=0.2")
   Bindings(69)=(Name="GBA_SwitchToBestWeapon_Gamepad",Command="SwitchToBestWeapon | Axis aUp Speed=-1.0 AbsoluteAxis=100")
   Bindings(70)=(Name="GBA_Use_Gamepad",Command="use")
   Bindings(71)=(Name="XboxTypeS_Start",Command="GBA_ShowMenu")
   Bindings(72)=(Name="XboxTypeS_LeftX",Command="GBA_StrafeLeft_Gamepad")
   Bindings(73)=(Name="XboxTypeS_LeftY",Command="GBA_MoveForward_Gamepad")
   Bindings(74)=(Name="XboxTypeS_RightX",Command="GBA_TurnLeft_Gamepad")
   Bindings(75)=(Name="XboxTypeS_RightY",Command="GBA_Look_Gamepad")
   Bindings(76)=(Name="XboxTypeS_RightShoulder",Command="GBA_NextWeapon")
   Bindings(77)=(Name="XboxTypeS_RightTrigger",Command="GBA_Fire")
   Bindings(78)=(Name="XboxTypeS_LeftShoulder",Command="GBA_WeaponPicker")
   Bindings(79)=(Name="XboxTypeS_LeftTrigger",Command="GBA_AltFire")
   Bindings(80)=(Name="XboxTypeS_RightThumbstick",Command="GBA_SwitchToBestWeapon_Gamepad")
   Bindings(81)=(Name="XboxTypeS_LeftThumbstick",Command="GBA_Duck")
   Bindings(82)=(Name="XboxTypeS_A",Command="GBA_Jump_Gamepad")
   Bindings(83)=(Name="XboxTypeS_B",Command="GBA_ToggleMelee")
   Bindings(84)=(Name="XboxTypeS_Y",Command="GBA_ShowMap")
   Bindings(85)=(Name="XboxTypeS_X",Command="GBA_Use_Gamepad")
   Bindings(86)=(Name="XboxTypeS_Back",Command="GBA_ShowScores")
   Bindings(87)=(Name="XboxTypeS_DPad_Up",Command="GBA_TriggerHero")
   Bindings(88)=(Name="XboxTypeS_DPad_Down",Command="GBA_FeignDeath")
   Bindings(89)=(Name="XboxTypeS_DPad_Left",Command="GBA_ShowCommandMenu")
   Bindings(90)=(Name="XboxTypeS_DPad_Right",Command="GBA_ToggleSpeaking")
   Bindings(91)=(Name="SIXAXIS_AccelX",Command="GBA_TurnLeft_Gamepad")
   Bindings(92)=(Name="SIXAXIS_AccelZ",Command="GBA_Look_Gamepad")
   Bindings(93)=(Name="Up",Command="GBA_MoveForward")
   Bindings(94)=(Name="Down",Command="GBA_Backward")
   Bindings(95)=(Name="Left",Command="GBA_TurnLeft")
   Bindings(96)=(Name="Right",Command="GBA_TurnRight")
   Bindings(97)=(Name="LeftControl",Command="GBA_Jump")
   Bindings(98)=(Name="Enter",Command="GBA_Use")
   Bindings(99)=(Name="SpaceBar",Command="GBA_Jump")
   Bindings(100)=(Name="W",Command="GBA_MoveForward")
   Bindings(101)=(Name="S",Command="GBA_Backward")
   Bindings(102)=(Name="A",Command="GBA_StrafeLeft")
   Bindings(103)=(Name="D",Command="GBA_StrafeRight")
   Bindings(104)=(Name="E",Command="GBA_Use")
   Bindings(105)=(Name="LeftMouseButton",Command="GBA_Fire")
   Bindings(106)=(Name="RightMouseButton",Command="GBA_AltFire")
   Bindings(107)=(Name="C",Command="GBA_Duck")
   Bindings(108)=(Name="Escape",Command="GBA_ShowMenu")
   Bindings(109)=(Name="MouseScrollUp",Command="GBA_PrevWeapon")
   Bindings(110)=(Name="MouseScrollDown",Command="GBA_NextWeapon")
   Bindings(111)=(Name="one",Command="GBA_SwitchWeapon1")
   Bindings(112)=(Name="two",Command="GBA_SwitchWeapon2")
   Bindings(113)=(Name="three",Command="GBA_SwitchWeapon3")
   Bindings(114)=(Name="four",Command="GBA_SwitchWeapon4")
   Bindings(115)=(Name="five",Command="GBA_SwitchWeapon5")
   Bindings(116)=(Name="six",Command="GBA_SwitchWeapon6")
   Bindings(117)=(Name="seven",Command="GBA_SwitchWeapon7")
   Bindings(118)=(Name="eight",Command="GBA_SwitchWeapon8")
   Bindings(119)=(Name="nine",Command="GBA_SwitchWeapon9")
   Bindings(120)=(Name="zero",Command="GBA_SwitchWeapon10")
   Bindings(121)=(Name="Q",Command="GBA_ToggleTranslocator")
   Bindings(122)=(Name="T",Command="GBA_Talk")
   Bindings(123)=(Name="Y",Command="GBA_TeamTalk")
   Bindings(124)=(Name="J",Command="GBA_Taunt1")
   Bindings(125)=(Name="K",Command="GBA_Taunt2")
   Bindings(126)=(Name="L",Command="GBA_Horn")
   Bindings(127)=(Name="F1",Command="GBA_ShowScores")
   Bindings(128)=(Name="F2",Command="GBA_ShowMap")
   Bindings(129)=(Name="F3",Command="GBA_ToggleMinimap")
   Bindings(130)=(Name="F6",Command="stat net")
   Bindings(131)=(Name="G",Command="GBA_SwitchToBestWeapon")
   Bindings(132)=(Name="F",Command="GBA_FeignDeath")
   Bindings(133)=(Name="Equals",Command="GBA_GrowHud")
   Bindings(134)=(Name="Minus",Command="GBA_ShrinkHud")
   Bindings(135)=(Name="V",Command="GBA_ShowCommandMenu")
   Bindings(136)=(Name="B",Command="GBA_ToggleSpeaking")
   Bindings(137)=(Name="R",Command="GBA_TriggerHero")
   Bindings(138)=(Name="M",Command="BasePath 0")
   Bindings(139)=(Name="N",Command="BasePath 1")
   Name="Default__PlayerInput"
   ObjectArchetype=Input'Engine.Default__Input'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: tr 31-1-2018 17:18:10.000 - Creation time: sk 18-3-2018 10:01:11.857 - Created with UnCodeX