// Input while in a menu. class KF2GUIInput extends KFPlayerInput; var KF2GUIController ControllerOwner; var PlayerInput BaseInput; function DrawHUD( HUD H ) { //ControllerOwner.RenderMenu(H.Canvas); } function PostRender( Canvas Canvas ) { if( ControllerOwner.bIsInMenuState ) ControllerOwner.HandleDrawMenu(); //ControllerOwner.RenderMenu(Canvas); } // Postprocess the player's input. function PlayerInput( float DeltaTime ) { // Do not move. ControllerOwner.MenuInput(DeltaTime); if( !ControllerOwner.bAbsorbInput ) { aMouseX = 0; aMouseY = 0; aBaseX = BaseInput.aBaseX; aBaseY = BaseInput.aBaseY; aBaseZ = BaseInput.aBaseZ; aForward = BaseInput.aForward; aTurn = BaseInput.aTurn; aStrafe = BaseInput.aStrafe; aUp = BaseInput.aUp; aLookUp = BaseInput.aLookUp; Super.PlayerInput(DeltaTime); } else { aMouseX = 0; aMouseY = 0; aBaseX = 0; aBaseY = 0; aBaseZ = 0; aForward = 0; aTurn = 0; aStrafe = 0; aUp = 0; aLookUp = 0; } } function PreClientTravel( string PendingURL, ETravelType TravelType, bool bIsSeamlessTravel) { `Log("PreClientTravel"@PendingURL@TravelType@bIsSeamlessTravel); ControllerOwner.BackupInput.PreClientTravel(PendingURL,TravelType,bIsSeamlessTravel); // Let original mod do stuff too! ControllerOwner.NotifyLevelChange(); // Close menu NOW! } defaultproperties { }