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- enum ActionInputType
- {
- AIT_CONTINUOUS, //React to hold input and release after it
- AIT_SINGLE, //React to click input - single use actions
- AIT_DOUBLECLICK, //React to double click input - single use actions
- AIT_HOLDSINGLE, //React to hold input - single use actions
- AIT_CLICKCONTINUOUS, //React to click input for start and click for end
- AIT_NOINPUTCONTROL,
- AIT_INVENTORYINPUT, //Inventory specific actions
- }
- class ForcedActionData
- {
- ActionBase m_Action;
- ref ActionTarget m_Target;
- ItemBase m_Item;
- }
- class ActionInput : ActionInput_Basic
- {
- UAIDWrapper m_input; //Input ID automaticly generated from name.
- int m_InputType; //Use from action manager for handling input
- int m_Priority;
- bool m_DetectFromItem; //Can be used action from item in hands?
- bool m_DetectFromTarget; //Can be used action from target in vicinity?
- bool m_DetectFromPlayer; //Can be used action from player?
- bool m_Enabled;
- bool m_JustActivate;
- bool m_HasTarget;
-
- PlayerBase m_Player;
-
- ref ActionTarget m_ForcedTarget;
-
- ref ForcedActionData m_ForcedActionData;
-
- ref ActionTarget m_Target;
- ItemBase m_MainItem;
- int m_ConditionMask;
-
- bool m_Active;
-
- void ActionInput()
- {
- m_Active = false;
- m_Enabled = true;
- m_ForcedTarget = null;
- m_ForcedActionData = null;
-
- m_HasTarget = false;
-
- m_JustActivate = false;
- m_DetectFromTarget = false;
- m_DetectFromItem = true;
- m_DetectFromPlayer = true;
-
- m_Priority = 100;
- }
-
- void Init(PlayerBase player, ActionManagerClient am)
- {
- m_Player = player;
-
- if ( LogManager.IsActionLogEnable())
- {
- Debug.ActionLog("n/a",this.ToString(), "n/a","Init()", player.ToString());
- }
-
- }
-
- void SetEnablity(bool value)
- {
- m_Enabled = value;
- }
-
- protected void SetInput(string input_name)
- {
- m_input = GetUApi().GetInputByName(input_name).GetPersistentWrapper();
-
- if ( LogManager.IsActionLogEnable())
- {
- if (m_input && m_input.InputP())
- Debug.ActionLog("(+) input set to " + input_name ,this.ToString(), "n/a","SetInput()", "n/a");
- else
- Debug.ActionLog("(-) input is not set to " + input_name ,this.ToString(), "n/a","SetInput()","n/a");
- }
- }
-
- int GetInputType()
- {
- return m_InputType;
- }
-
- UAInput GetUAInput()
- {
- return m_input.InputP();
- }
-
- bool JustActivate()
- {
- return m_JustActivate;
- }
- bool IsActive()
- {
- return m_Active;
- }
-
- bool WasEnded()
- {
- return !m_Active;
- }
-
- void Update()
- {
- if( !m_Enabled )
- {
- m_Active = false;
- m_JustActivate = false;
- return;
- }
-
- switch ( m_InputType )
- {
- case ActionInputType.AIT_CONTINUOUS:
- m_JustActivate = false;
- if(m_Active)
- {
- m_Active = m_input.InputP().LocalHold();
- }
- else
- {
- m_Active = m_input.InputP().LocalHoldBegin();
- m_JustActivate = m_Active;
- }
- break;
- case ActionInputType.AIT_SINGLE:
- m_Active = m_input.InputP().LocalClick();
- m_JustActivate = m_Active;
- break;
- case ActionInputType.AIT_DOUBLECLICK:
- m_Active = m_input.InputP().LocalDoubleClick();
- m_JustActivate = m_Active;
- break;
- break;
- case ActionInputType.AIT_HOLDSINGLE:
- m_Active = m_input.InputP().LocalHoldBegin();
- m_JustActivate = m_Active;
- break;
- break;
- case ActionInputType.AIT_CLICKCONTINUOUS:
- m_JustActivate = false;
- if(m_Active)
- {
- if ( m_input.InputP().LocalClick() )
- {
- m_Active = false;
- }
- }
- else
- {
- m_Active = m_input.InputP().LocalClick();
- m_JustActivate = m_Active;
- }
- break;
- break;
- default:
- break;
- }
- }
-
- void Reset()
- {
- m_Active = false;
- ActionsSelectReset();
- }
-
- void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- }
-
- ActionBase GetAction()
- {
- return NULL;
- }
-
- ActionTarget GetUsedActionTarget()
- {
- return m_Target;
- }
-
- ItemBase GetUsedMainItem()
- {
- return m_MainItem;
- }
-
- array<ActionBase> GetPossibleActions()
- {
- return NULL;
- }
-
- ActionBase GetPossibleAction()
- {
- return NULL;
- }
-
- int GetPossibleActionIndex()
- {
- return -1;
- }
-
- bool HasTarget()
- {
- return false;
- }
-
- void OnActionStart()
- {
- ActionsSelectReset();
- }
-
- void OnActionEnd()
- {
- Reset();
- }
-
- void ActionsSelectReset()
- {}
-
- void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
- {
- m_ForcedActionData = new ForcedActionData;
- m_ForcedActionData.m_Action = action;
- m_ForcedActionData.m_Target = target;
- m_ForcedActionData.m_Item = item;
- }
-
- void ForceActionTarget( ActionTarget target )
- {
- m_ForcedTarget = target;
- }
-
- void ClearForcedAction()
- {
- m_ForcedActionData = null;
- }
-
- void ClearForcedTarget()
- {
- m_ForcedTarget = NULL;
- }
-
- bool ForceActionCheck(PlayerBase player)
- {
- if (m_ForcedActionData)
- {
- if (m_ForcedActionData.m_Action.Can(player, m_ForcedActionData.m_Target, m_ForcedActionData.m_Item))
- {
- m_MainItem = m_ForcedActionData.m_Item;
- m_Target = m_ForcedActionData.m_Target;
- return true;
- }
- }
- return false;
- }
-
- void SelectNextAction()
- {
- }
-
- void SelectPrevAction()
- {}
-
- int GetPossibleActionsCount()
- {
- return -1;
- }
-
- bool HasInput()
- {
- return m_input != NULL;
- }
-
- int GetPriority()
- {
- return m_Priority;
- }
- }
- class StandardActionInput : ActionInput
- {
- ref array<ActionBase> m_SelectActions;
- int m_selectedActionIndex;
-
- void StandardActionInput(PlayerBase player)
- {
- m_selectedActionIndex = 0;
- m_SelectActions = new array<ActionBase>;
- }
-
- override void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
- {
- super.ForceAction(action, target, item);
- m_selectedActionIndex = 0;
- }
-
- void _GetSelectedActions( Object action_source_object, out array<ActionBase> select_actions_all, out bool has_any_action_target)
- {
- if ( !action_source_object )
- return;
-
- array<ActionBase_Basic> possible_actions;
- array<ref ActionBase> variant_actions;
- action_source_object.GetActions(this.Type(), possible_actions);
- ActionBase action;
-
- if(possible_actions)
- {
- for (int i = 0; i < possible_actions.Count(); i++)
- {
- action = ActionBase.Cast(possible_actions.Get(i));
-
- if ( action.HasVariants() )
- {
- action.UpdateVariants( m_MainItem, m_Target.GetObject(), m_Target.GetComponentIndex() );
- action.GetVariants( variant_actions);
- for (int j = 0; j < variant_actions.Count(); j++)
- {
- action = variant_actions[j];
- if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
- {
- select_actions_all.Insert(action);
- if (action.HasTarget())
- has_any_action_target = true;
- }
- }
- }
- else
- {
- if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
- {
- select_actions_all.Insert(action);
- if (action.HasTarget())
- has_any_action_target = true;
- }
- }
- }
- }
- }
-
- override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- if ( ForceActionCheck(player))
- {
- m_SelectActions.Clear();
- m_SelectActions.Insert(m_ForcedActionData.m_Action);
- return;
- }
-
- if(m_ForcedTarget)
- {
- target = m_ForcedTarget;
- }
- array<ActionBase> select_actions_all = new array<ActionBase>;
- int i, last_index;
- bool change = false;
- m_HasTarget = false;
-
- m_MainItem = item;
- m_Target = target;
- m_ConditionMask = action_condition_mask;
-
-
- if( m_DetectFromItem )
- {
- _GetSelectedActions( item, select_actions_all, m_HasTarget);
- }
-
- if( m_DetectFromTarget )
- {
- _GetSelectedActions( target.GetObject(), select_actions_all, m_HasTarget);
- _GetSelectedActions( target.GetParent(), select_actions_all, m_HasTarget);
- }
-
- if( m_DetectFromPlayer )
- {
- _GetSelectedActions( player, select_actions_all, m_HasTarget);
- }
-
- if ( select_actions_all.Count() )
- {
- last_index = 0;
- for ( i = 0; i < select_actions_all.Count(); i++ )
- {
- ActionBase action = select_actions_all[i];
- if ( m_HasTarget )
- {
- if ( action.HasTarget() )
- {
- if ( m_SelectActions.Count() > last_index )
- {
- if ( m_SelectActions[last_index] != action )
- {
- change = true;
- m_SelectActions[last_index] = action;
- }
- }
- else
- {
- change = true;
- m_SelectActions.Insert(action);
- }
- action.OnActionInfoUpdate(player, target, item);
- last_index++;
- }
- }
- else
- {
- if ( m_SelectActions.Count() > last_index )
- {
- if ( m_SelectActions[last_index] != action )
- {
- change = true;
- m_SelectActions[last_index++] = action;
- }
- }
- else
- {
- change = true;
- m_SelectActions.Insert(action);
- }
- action.OnActionInfoUpdate(player, target, item);
- last_index++;
- }
- }
- }
- else
- {
- m_selectedActionIndex = 0;
- m_SelectActions.Clear();
- }
-
- if (m_SelectActions.Count() > last_index)
- {
- change = true;
- for (i = last_index; i < m_SelectActions.Count(); i++)
- {
- m_SelectActions.Remove(last_index);
- }
- }
-
- if ( change )
- {
- m_selectedActionIndex = 0;
- m_Player.GetActionManager().SelectFirstActionCategory();
- }
- }
-
- override array<ActionBase> GetPossibleActions()
- {
- return m_SelectActions;
- }
-
- override int GetPossibleActionsCount()
- {
- return m_SelectActions.Count();
- }
-
- override bool HasTarget()
- {
- return m_HasTarget;
- }
-
- override int GetPossibleActionIndex()
- {
- return m_selectedActionIndex;
- }
-
- override ActionBase GetAction()
- {
- if (m_SelectActions.Count() > 0)
- return m_SelectActions[m_selectedActionIndex];
- return null;
- }
-
- override void ActionsSelectReset()
- {
- m_SelectActions.Clear();
- m_selectedActionIndex = 0;
- }
-
- override void SelectNextAction()
- {
- if(m_SelectActions.Count())
- {
- m_selectedActionIndex++;
- if(m_SelectActions.Count() <= m_selectedActionIndex )
- {
- m_selectedActionIndex = 0;
- }
- }
- }
-
- override void SelectPrevAction()
- {
- if(m_SelectActions.Count())
- {
- m_selectedActionIndex--;
- if(0 > m_selectedActionIndex )
- {
- m_selectedActionIndex = m_SelectActions.Count() - 1;
- }
- }
- }
- }
- class ContinuousInteractActionInput : StandardActionInput
- {
- void ContinuousInteractActionInput(PlayerBase player)
- {
- SetInput("UAAction");
- m_Priority = 60;
- m_InputType = ActionInputType.AIT_CONTINUOUS;
- m_DetectFromTarget = true;
- m_DetectFromItem = false;
- m_DetectFromPlayer = true;
- }
- };
- class InteractActionInput : ContinuousInteractActionInput
- {
- void InteractActionInput(PlayerBase player)
- {
- m_InputType = ActionInputType.AIT_SINGLE;
- m_Priority = 80;
- }
-
- override void OnActionStart()
- {
- super.OnActionStart();
- m_Active = false;
- }
-
- override bool WasEnded()
- {
- return false;
- }
- };
- class NoIndicationActionInputBase : ActionInput
- {
- void NoIndicationActionInputBase(PlayerBase player)
- {
- m_DetectFromTarget = false;
- }
-
- override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- m_MainItem = item;
- m_Target = target;
- m_ConditionMask = action_condition_mask;
- }
-
- override ActionBase GetAction()
- {
- if ( ForceActionCheck(m_Player) )
- return m_ForcedActionData.m_Action;
-
- if(m_MainItem)
- {
- array<ActionBase_Basic> possible_actions;
- ActionBase action;
-
- m_MainItem.GetActions(this.Type(), possible_actions);
- if(possible_actions)
- {
- for (int i = 0; i < possible_actions.Count(); i++)
- {
- action = ActionBase.Cast(possible_actions.Get(i));
- if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
- {
- return action;
- }
- }
- }
-
- }
- return NULL;
- }
- override ActionBase GetPossibleAction()
- {
- return GetAction();
- }
- }
- class ContinuousDefaultActionInput : StandardActionInput
- {
- protected ActionBase m_SelectAction; //Do nothing only for back compatibilit, relevant only for inherited class
- void ContinuousDefaultActionInput(PlayerBase player)
- {
- SetInput("UADefaultAction");
- m_InputType = ActionInputType.AIT_CONTINUOUS;
- m_Priority = 20;
- m_DetectFromTarget = false;
- m_DetectFromItem = true;
- m_DetectFromPlayer = true;
-
- m_SelectAction = null;
- }
-
- override ActionBase GetPossibleAction()
- {
- return m_SelectAction;
- }
-
- override void ActionsSelectReset()
- {
- super.ActionsSelectReset();
- m_SelectAction = NULL;
- }
- };
- class DefaultActionInput : ContinuousDefaultActionInput
- {
- void DefaultActionInput(PlayerBase player)
- {
- m_InputType = ActionInputType.AIT_SINGLE;
- m_Priority = 40;
- }
-
- override void OnActionStart()
- {
- super.OnActionStart();
- m_Active = false;
- }
-
- override bool WasEnded()
- {
- return false;
- }
- };
- class DropActionInput : NoIndicationActionInputBase
- {
- void DropActionInput(PlayerBase player)
- {
- SetInput("UADropitem");
- m_InputType = ActionInputType.AIT_HOLDSINGLE;
- }
- };
- class CarHornShortActionInput : ContinuousDefaultActionInput
- {
- ref ActionTarget targetNew;
- void CarHornShortActionInput(PlayerBase player)
- {
- SetInput("UACarHorn");
- m_InputType = ActionInputType.AIT_SINGLE;
- m_Priority = 100;
- m_DetectFromItem = false;
- m_DetectFromTarget = false;
- m_DetectFromPlayer = false;
- }
-
- override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- if (ForceActionCheck(player))
- {
- m_SelectAction = m_ForcedActionData.m_Action;
- return;
- }
-
- m_SelectAction = null;
- array<ActionBase_Basic> possibleActions;
- ActionBase action;
- int i;
- m_MainItem = null;
- if (player && player.IsInVehicle())
- {
- HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
- if (vehCommand)
- {
- Transport trans = vehCommand.GetTransport();
- if (trans)
- {
- targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1);
- ForceActionTarget(targetNew);
- }
- }
-
- if (!targetNew)
- {
- ClearForcedTarget();
- }
- }
-
- target = m_ForcedTarget;
- m_Target = m_ForcedTarget;
-
- if (target && target.GetObject())
- {
- target.GetObject().GetActions(this.Type(), possibleActions);
- if (possibleActions)
- {
- for (i = 0; i < possibleActions.Count(); i++)
- {
- action = ActionBase.Cast(possibleActions.Get(i));
- if (action.Can(player, target, m_MainItem, action_condition_mask))
- {
- m_SelectAction = action;
- return;
- }
- }
- }
- }
- }
-
- override ActionBase GetAction()
- {
- return m_SelectAction;
- }
- }
- class CarHornLongActionInput : CarHornShortActionInput
- {
- void CarHornLongActionInput(PlayerBase player)
- {
- SetInput("UACarHorn");
- m_InputType = ActionInputType.AIT_CONTINUOUS;
- m_Priority = 101;
- m_DetectFromItem = false;
- m_DetectFromTarget = false;
- m_DetectFromPlayer = false;
- }
- }
- class ToggleLightsActionInput : DefaultActionInput
- {
- ref ActionTarget target_new;
-
- void ToggleLightsActionInput(PlayerBase player)
- {
- SetInput("UAToggleHeadlight");
- m_InputType = ActionInputType.AIT_SINGLE;
- m_Priority = 100;
- }
-
- override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- if( ForceActionCheck(player) )
- {
- m_SelectAction = m_ForcedActionData.m_Action;
- return;
- }
- //ForceActionTarget(player.m_PlayerLightManager.
-
- m_SelectAction = NULL;
- array<ActionBase_Basic> possible_actions;
- ActionBase action;
- int i;
- m_MainItem = NULL;
- if ( player && !player.IsInVehicle() )
- {
- Clothing headgear = Clothing.Cast(player.FindAttachmentBySlotName("Headgear"));
- Clothing eyewear = Clothing.Cast(player.FindAttachmentBySlotName("Eyewear"));
- //TODO - extend this to allow for a switchable control over all possible light sources (depth 0 or 1 only?)
-
- if ( headgear && headgear.GetLightSourceItem() )
- {
- target_new = new ActionTarget(headgear, null, -1, vector.Zero, -1);
- ForceActionTarget(target_new);
- }
- else if ( eyewear && eyewear.GetLightSourceItem() )
- {
- target_new = new ActionTarget(eyewear, null, -1, vector.Zero, -1);
- ForceActionTarget(target_new);
- }
- else
- ClearForcedTarget();
- }
- else if ( player && player.IsInVehicle() )
- {
- HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
- if( vehCommand )
- {
- Transport trans = vehCommand.GetTransport();
- if( trans )
- {
- target_new = new ActionTarget(trans, null, -1, vector.Zero, -1);
- ForceActionTarget(target_new);
- }
- }
-
- if ( !target_new )
- ClearForcedTarget();
- }
-
- target = m_ForcedTarget;
- m_Target = m_ForcedTarget;
-
- if(target && target.GetObject())
- {
- target.GetObject().GetActions(this.Type(), possible_actions);
- if(possible_actions)
- {
- for (i = 0; i < possible_actions.Count(); i++)
- {
- action = ActionBase.Cast(possible_actions.Get(i));
- if ( action.Can(player, target, m_MainItem, action_condition_mask) )
- {
- m_SelectAction = action;
- return;
- }
- }
- }
- }
- }
-
- override ActionBase GetAction()
- {
- return m_SelectAction;
- }
- };
- class ToggleNVGActionInput : DefaultActionInput
- {
- ref ActionTarget target_new;
-
- void ToggleNVGActionInput(PlayerBase player)
- {
- SetInput("UAToggleNVG");
- m_InputType = ActionInputType.AIT_HOLDSINGLE;
- m_Priority = 100;
- }
-
- override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
- {
- if( ForceActionCheck(player) )
- {
- m_SelectAction = m_ForcedActionData.m_Action;
- return;
- }
- //ForceActionTarget(player.m_PlayerLightManager.
-
- m_SelectAction = NULL;
- array<ActionBase_Basic> possible_actions;
- ActionBase action;
- int i;
- m_MainItem = NULL;
- if ( player )
- {
- Mich2001Helmet helmet = Mich2001Helmet.Cast(player.FindAttachmentBySlotName("Headgear"));
- NVGHeadstrap headstrap = NVGHeadstrap.Cast(player.FindAttachmentBySlotName("Eyewear"));
- if ( helmet )
- {
- //m_MainItem = Headtorch_ColorBase.Cast(player.FindAttachmentBySlotName("Headgear"));
- target_new = new ActionTarget(helmet, null, -1, vector.Zero, -1);
- ForceActionTarget(target_new);
- }
- else if ( headstrap )
- {
- target_new = new ActionTarget(headstrap, null, -1, vector.Zero, -1);
- ForceActionTarget(target_new);
- }
- else
- ClearForcedTarget();
- }
-
- target = m_ForcedTarget;
- m_Target = m_ForcedTarget;
-
- if(target && target.GetObject())
- {
- target.GetObject().GetActions(this.Type(), possible_actions);
- if(possible_actions)
- {
- for (i = 0; i < possible_actions.Count(); i++)
- {
- action = ActionBase.Cast(possible_actions.Get(i));
- if ( action.Can(player, target, m_MainItem, action_condition_mask) )
- {
- m_SelectAction = action;
- return;
- }
- }
- }
- }
- }
-
- override ActionBase GetAction()
- {
- return m_SelectAction;
- }
- };
- class ContinuousWeaponManipulationActionInput : NoIndicationActionInputBase
- {
- void ContinuousWeaponManipulationActionInput(PlayerBase player)
- {
- SetInput("UAReloadMagazine");
- m_InputType = ActionInputType.AIT_CONTINUOUS;
- }
- };
- class WeaponManipulationActionInput : NoIndicationActionInputBase
- {
- void WeaponManipulationActionInput(PlayerBase player)
- {
- SetInput("UAReloadMagazine");
- m_InputType = ActionInputType.AIT_SINGLE;
- }
- };
- class ExternalControlledActionInput : NoIndicationActionInputBase
- {
- void ExternalControlledActionInput(PlayerBase player)
- {
- //SetInput("UAReloadMagazine");
- m_InputType = ActionInputType.AIT_NOINPUTCONTROL;
- }
- };
- class InventoryOnlyActionInput : NoIndicationActionInputBase
- {
- void InventoryOnlyActionInput(PlayerBase player)
- {
- //SetInput("UAReloadMagazine");
- m_InputType = ActionInputType.AIT_INVENTORYINPUT;
- }
- };
- class QuickaBarActionInput : ExternalControlledActionInput
- {
- };
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