584 lines
16 KiB
Ucode
584 lines
16 KiB
Ucode
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//=============================================================================
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// PlayerInput
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// Object within playercontroller that manages player input.
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// only spawned on client
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// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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//=============================================================================
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class PlayerInput extends Input within PlayerController
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config(Input)
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transient
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native(UserInterface);
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cpptext
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{
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/**
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* Generates an IE_Released event for each key in the PressedKeys array, then clears the array. Should be called when another
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* interaction which swallows some (but perhaps not all) input is activated.
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*/
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virtual void FlushPressedKeys();
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/** Override to detect input from a gamepad */
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virtual UBOOL InputKey(INT ControllerId, FName Key, enum EInputEvent Event, FLOAT AmountDepressed = 1.f, UBOOL bGamepad = FALSE );
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virtual UBOOL InputAxis(INT ControllerId, FName Key, FLOAT Delta, FLOAT DeltaTime, UBOOL bGamepad=FALSE);
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virtual UBOOL InputTouch(INT ControllerId, UINT Handle, ETouchType Type, FVector2D TouchLocation, DOUBLE DeviceTimestamp, UINT TouchpadIndex=0);
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virtual UBOOL InputMotion(INT ControllerId, const FVector& Tilt, const FVector& RotationRate, const FVector& Gravity, const FVector& Acceleration);
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virtual void UpdateAxisValue( FLOAT* Axis, FLOAT Delta );
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virtual UBOOL IsGamepadKey(FName Name) const;
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}
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/** Player is giving input through a gamepad */
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var const bool bUsingGamepad;
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var const Name LastAxisKeyName;
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var globalconfig bool bInvertMouse; /** if true, mouse y axis is inverted from normal FPS mode */
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var globalconfig bool bInvertTurn; /** if true, mouse x axis is inverted from normal FPS mode */
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// Double click move flags
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var bool bWasForward;
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var bool bWasBack;
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var bool bWasLeft;
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var bool bWasRight;
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var bool bEdgeForward;
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var bool bEdgeBack;
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var bool bEdgeLeft;
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var bool bEdgeRight;
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var float DoubleClickTimer; /** max double click interval for double click move */
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var globalconfig float DoubleClickTime; /** stores time of first click for potential double click */
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var globalconfig float MouseSensitivity;
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// Input axes.
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var input float aBaseX;
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var input float aBaseY;
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var input float aBaseZ;
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var input float aMouseX;
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var input float aMouseY;
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var input float aForward;
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var input float aTurn;
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var input float aStrafe;
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var input float aUp;
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var input float aLookUp;
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// analog trigger axes
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var input float aRightAnalogTrigger;
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var input float aLeftAnalogTrigger;
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// PS3 SIXAXIS axes
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var input float aPS3AccelX;
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var input float aPS3AccelY;
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var input float aPS3AccelZ;
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var input float aPS3Gyro;
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// WiiU IR Pointer
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var input float aWiiUPointerX;
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var input float aWiiUPointerY;
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// device tilt - NOTE: These are set directly, they DO NOT go through the .ini Bindings
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var input vector aTilt;
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var input vector aRotationRate;
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var input vector aGravity;
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var input vector aAcceleration;
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// touch locations, the Z component is > 0 if the touch is currently held down
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var input vector aTouch[5];
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var input vector aBackTouch[5];
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//
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// Joy Raw Input
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//
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/** Joypad left thumbstick, vertical axis. Range [-1,+1] */
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var transient float RawJoyUp;
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/** Joypad left thumbstick, horizontal axis. Range [-1,+1] */
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var transient float RawJoyRight;
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/** Joypad right thumbstick, horizontal axis. Range [-1,+1] */
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var transient float RawJoyLookRight;
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/** Joypad right thumbstick, vertical axis. Range [-1,+1] */
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var transient float RawJoyLookUp;
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/** move forward speed scaling */
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var() config float MoveForwardSpeed;
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/** strafe speed scaling */
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var() config float MoveStrafeSpeed;
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/** Yaw turn speed scaling */
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var() config float LookRightScale;
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/** pitch turn speed scaling */
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var() config float LookUpScale;
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// Input buttons.
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var input byte bStrafe;
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var input byte bXAxis;
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var input byte bYAxis;
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// Mouse smoothing control
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var globalconfig bool bEnableMouseSmoothing; /** if true, mouse smoothing is enabled */
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// Zoom Scaling
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var bool bEnableFOVScaling;
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// Mouse smoothing sample data
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var float ZeroTime[2]; /** How long received mouse movement has been zero. */
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var float SmoothedMouse[2]; /** Current average mouse movement/sample */
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var int MouseSamples; /** Number of mouse samples since mouse movement has been zero */
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var float MouseSamplingTotal; /** DirectInput's mouse sampling total time */
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/** If TRUE turn input will be ignored until the stick is released */
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var transient bool bLockTurnUntilRelease;
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/** Time remaining to disable bLockTurnUntilRelease */
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var transient float AutoUnlockTurnTime;
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/**
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* Function to cancel all mobile input before a Scaleform movie confuses the state
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*/
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native function CancelMobileInput();
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//=============================================================================
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// Input related functions.
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exec function bool InvertMouse()
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{
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bInvertMouse = !bInvertMouse;
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SaveConfig();
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return bInvertMouse;
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}
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exec function bool InvertTurn()
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{
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bInvertTurn = !bInvertTurn;
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SaveConfig();
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return bInvertTurn;
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}
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exec function SetSensitivity(Float F)
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{
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MouseSensitivity = F;
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}
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/** Hook called from HUD actor. Gives access to HUD and Canvas */
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function DrawHUD( HUD H );
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function PreProcessInput(float DeltaTime);
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function PostProcessInput(float DeltaTime);
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function AdjustMouseSensitivity(float FOVScale)
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{
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// Apply mouse sensitivity.
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aMouseX *= MouseSensitivity * FOVScale;
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aMouseY *= MouseSensitivity * FOVScale;
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}
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// Postprocess the player's input.
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event PlayerInput( float DeltaTime )
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{
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local float FOVScale, TimeScale;
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// Save Raw values
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RawJoyUp = aBaseY;
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RawJoyRight = aStrafe;
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RawJoyLookRight = aTurn;
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RawJoyLookUp = aLookUp;
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// PlayerInput shouldn't take timedilation into account
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DeltaTime /= WorldInfo.TimeDilation;
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if (Outer.bDemoOwner && WorldInfo.NetMode == NM_Client)
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{
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DeltaTime /= WorldInfo.DemoPlayTimeDilation;
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}
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PreProcessInput( DeltaTime );
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// Scale to game speed
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TimeScale = 100.f*DeltaTime;
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aBaseY *= TimeScale * MoveForwardSpeed;
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aStrafe *= TimeScale * MoveStrafeSpeed;
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aUp *= TimeScale * MoveStrafeSpeed;
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aTurn *= TimeScale * LookRightScale;
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aLookUp *= TimeScale * LookUpScale;
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PostProcessInput( DeltaTime );
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ProcessInputMatching(DeltaTime);
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// Check for Double click movement.
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CatchDoubleClickInput();
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// Take FOV into account (lower FOV == less sensitivity).
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if ( bEnableFOVScaling )
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{
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FOVScale = GetFOVAngle() * 0.01111; // 0.01111 = 1 / 90.0
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}
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else
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{
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FOVScale = 1.0;
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}
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AdjustMouseSensitivity(FOVScale);
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// mouse smoothing
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if ( bEnableMouseSmoothing )
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{
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aMouseX = SmoothMouse(aMouseX, DeltaTime,bXAxis,0);
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aMouseY = SmoothMouse(aMouseY, DeltaTime,bYAxis,1);
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}
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aLookUp *= FOVScale;
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aTurn *= FOVScale;
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// Turning and strafing share the same axis.
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if( bStrafe > 0 )
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aStrafe += aBaseX + aMouseX;
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else
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aTurn += aBaseX + aMouseX;
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// Look up/down.
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aLookup += aMouseY;
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if (bInvertMouse)
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{
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aLookup *= -1.f;
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}
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if (bInvertTurn)
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{
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aTurn *= -1.f;
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}
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// Forward/ backward movement
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aForward += aBaseY;
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// Handle walking.
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HandleWalking();
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// check for turn locking
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if (bLockTurnUntilRelease)
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{
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if (RawJoyLookRight != 0)
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{
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aTurn = 0.f;
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if (AutoUnlockTurnTime > 0.f)
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{
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AutoUnlockTurnTime -= DeltaTime;
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if (AutoUnlockTurnTime < 0.f)
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{
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bLockTurnUntilRelease = FALSE;
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}
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}
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}
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else
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{
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bLockTurnUntilRelease = FALSE;
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}
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}
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// ignore move input
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// Do not clear RawJoy flags, as we still want to be able to read input.
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if( IsMoveInputIgnored() )
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{
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aForward = 0.f;
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aStrafe = 0.f;
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aUp = 0.f;
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}
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// ignore look input
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// Do not clear RawJoy flags, as we still want to be able to read input.
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if( IsLookInputIgnored() )
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{
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aTurn = 0.f;
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aLookup = 0.f;
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}
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}
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function CatchDoubleClickInput()
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{
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if (!IsMoveInputIgnored())
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{
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bEdgeForward = (bWasForward ^^ (aBaseY > 0));
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bEdgeBack = (bWasBack ^^ (aBaseY < 0));
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bEdgeLeft = (bWasLeft ^^ (aStrafe < 0));
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bEdgeRight = (bWasRight ^^ (aStrafe > 0));
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bWasForward = (aBaseY > 0);
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bWasBack = (aBaseY < 0);
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bWasLeft = (aStrafe < 0);
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bWasRight = (aStrafe > 0);
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}
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}
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// check for double click move
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function Actor.EDoubleClickDir CheckForDoubleClickMove(float DeltaTime)
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{
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local Actor.EDoubleClickDir DoubleClickMove, OldDoubleClick;
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if ( DoubleClickDir == DCLICK_Active )
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DoubleClickMove = DCLICK_Active;
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else
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DoubleClickMove = DCLICK_None;
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if (DoubleClickTime > 0.0)
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{
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if ( DoubleClickDir == DCLICK_Active )
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{
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if ( (Pawn != None) && (Pawn.Physics == PHYS_Walking) )
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{
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DoubleClickTimer = 0;
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DoubleClickDir = DCLICK_Done;
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}
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}
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else if ( DoubleClickDir != DCLICK_Done )
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{
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OldDoubleClick = DoubleClickDir;
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DoubleClickDir = DCLICK_None;
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if (bEdgeForward && bWasForward)
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DoubleClickDir = DCLICK_Forward;
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else if (bEdgeBack && bWasBack)
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DoubleClickDir = DCLICK_Back;
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else if (bEdgeLeft && bWasLeft)
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DoubleClickDir = DCLICK_Left;
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else if (bEdgeRight && bWasRight)
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DoubleClickDir = DCLICK_Right;
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if ( DoubleClickDir == DCLICK_None)
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DoubleClickDir = OldDoubleClick;
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else if ( DoubleClickDir != OldDoubleClick )
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DoubleClickTimer = DoubleClickTime + 0.5 * DeltaTime;
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else
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DoubleClickMove = DoubleClickDir;
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}
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if (DoubleClickDir == DCLICK_Done)
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{
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DoubleClickTimer = FMin(DoubleClickTimer-DeltaTime,0);
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if (DoubleClickTimer < -0.35)
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{
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DoubleClickDir = DCLICK_None;
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DoubleClickTimer = DoubleClickTime;
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}
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}
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else if ((DoubleClickDir != DCLICK_None) && (DoubleClickDir != DCLICK_Active))
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{
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DoubleClickTimer -= DeltaTime;
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if (DoubleClickTimer < 0)
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{
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DoubleClickDir = DCLICK_None;
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DoubleClickTimer = DoubleClickTime;
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}
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}
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}
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return DoubleClickMove;
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}
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/**
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* Iterates through all InputRequests on the PlayerController and
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* checks to see if a new input has been matched, or if the entire
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* match sequence should be reset.
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*
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* @param DeltaTime - time since last tick
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*/
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final function ProcessInputMatching(float DeltaTime)
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{
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local float Value;
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local int i,MatchIdx;
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local bool bMatch;
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// iterate through each request,
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for (i = 0; i < InputRequests.Length; i++)
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{
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// if we have a valid match idx
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if (InputRequests[i].MatchIdx >= 0 &&
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InputRequests[i].MatchIdx < InputRequests[i].Inputs.Length)
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{
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if (InputRequests[i].MatchActor == None)
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{
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InputRequests[i].MatchActor = Outer;
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}
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MatchIdx = InputRequests[i].MatchIdx;
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// if we've exceeded the delta,
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// ignore the delta for the first match
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if (MatchIdx != 0 &&
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InputRequests[i].Inputs[MatchIdx].TimeDelta > 0.f &&
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WorldInfo.TimeSeconds - InputRequests[i].LastMatchTime >= InputRequests[i].Inputs[MatchIdx].TimeDelta)
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{
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// reset this match
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InputRequests[i].LastMatchTime = 0.f;
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InputRequests[i].MatchIdx = 0;
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// fire off the cancel event
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if (InputRequests[i].FailedFuncName != 'None')
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{
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InputRequests[i].MatchActor.SetTimer(0.01f, false, InputRequests[i].FailedFuncName );
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}
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}
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else
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{
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// grab the current input value of the matching type
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Value = 0.f;
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switch (InputRequests[i].Inputs[MatchIdx].Type)
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{
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case IT_XAxis:
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Value = aStrafe;
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break;
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case IT_YAxis:
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Value = aBaseY;
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break;
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}
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// check to see if this matches
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switch (InputRequests[i].Inputs[MatchIdx].Action)
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{
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case IMA_GreaterThan:
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bMatch = Value >= InputRequests[i].Inputs[MatchIdx].Value;
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break;
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case IMA_LessThan:
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bMatch = Value <= InputRequests[i].Inputs[MatchIdx].Value;
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break;
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}
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if (bMatch)
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{
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// mark it as matched
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InputRequests[i].LastMatchTime = WorldInfo.TimeSeconds;
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InputRequests[i].MatchIdx++;
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// check to see if we've matched all inputs
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if (InputRequests[i].MatchIdx >= InputRequests[i].Inputs.Length)
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{
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if (InputRequests[i].MatchDelegate != None)
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{
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InputMatchDelegate = InputRequests[i].MatchDelegate;
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InputMatchDelegate();
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}
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// fire off the event
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if (InputRequests[i].MatchFuncName != 'None')
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{
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InputRequests[i].MatchActor.SetTimer(0.01f,false,InputRequests[i].MatchFuncName);
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}
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// reset this match
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InputRequests[i].LastMatchTime = 0.f;
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InputRequests[i].MatchIdx = 0;
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// as well as all others
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}
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}
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}
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}
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}
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}
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//*************************************************************************************
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|
// 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;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The player controller will call this function directly after creating the input system
|
||
|
*/
|
||
|
native function InitInputSystem();
|
||
|
|
||
|
/**
|
||
|
* Called via replication to tell the Client to Init it's input system
|
||
|
*/
|
||
|
function ClientInitInputSystem();
|
||
|
|
||
|
/**
|
||
|
* The player controll will call this function directly before traveling
|
||
|
*/
|
||
|
|
||
|
function PreClientTravel( string PendingURL, ETravelType TravelType, bool bIsSeamlessTravel)
|
||
|
{
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
MouseSamplingTotal=+0.0083
|
||
|
MouseSamples=1
|
||
|
}
|
||
|
|