| enum ActionInputType |
| { |
| AIT_CONTINUOUS, |
| AIT_SINGLE, |
| AIT_DOUBLECLICK, |
| AIT_HOLDSINGLE, |
| AIT_CLICKCONTINUOUS, |
| AIT_NOINPUTCONTROL, |
| AIT_INVENTORYINPUT, |
| } |
|
|
| class ForcedActionData |
| { |
| ActionBase m_Action; |
| ref ActionTarget m_Target; |
| ItemBase m_Item; |
| } |
|
|
| class ActionInput : ActionInput_Basic |
| { |
| UAIDWrapper m_input; |
| int m_InputType; |
| int m_Priority; |
| bool m_DetectFromItem; |
| bool m_DetectFromTarget; |
| bool m_DetectFromPlayer; |
| 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; |
| 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; |
| } |
| |
| |
| 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")); |
| |
| |
| 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; |
| } |
| |
| |
| 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 ) |
| { |
| |
| 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) |
| { |
| |
| m_InputType = ActionInputType.AIT_NOINPUTCONTROL; |
| } |
| }; |
|
|
| class InventoryOnlyActionInput : NoIndicationActionInputBase |
| { |
| void InventoryOnlyActionInput(PlayerBase player) |
| { |
| |
| m_InputType = ActionInputType.AIT_INVENTORYINPUT; |
| } |
| }; |
|
|
| class QuickaBarActionInput : ExternalControlledActionInput |
| { |
| }; |
|
|
|
|
|
|