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//----------------------------------------------------------- // * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. //----------------------------------------------------------- class DebugCameraInput extends PlayerInput; /** * Process an input key event routed through unrealscript from another object. This method is assigned as the value for the * OnRecievedNativeInputKey delegate so that native input events are routed to this unrealscript function. * * @param ControllerId the controller that generated this input key event * @param Key the name of the key which an event occured for (KEY_Up, KEY_Down, etc.) * @param EventType the type of event which occured (pressed, released, etc.) * @param AmountDepressed for analog keys, the depression percent. * * @return true to consume the key event, false to pass it on. */ function bool InputKey( int ControllerId, name Key, EInputEvent Event, float AmountDepressed = 1.f, bool bGamepad = FALSE ) { local PlayerController PC; local DebugCameraController DCC; foreach WorldInfo.AllControllers(class'PlayerController', PC) { if ( PC.bIsPlayer && PC.IsLocalPlayerController() ) { DCC = DebugCameraController(PC); if( DCC!=none && DCC.OryginalControllerRef==none ) { //dcc are disabled, so we are looking for normal player controller continue; } return DCC.NativeInputKey( ControllerId, Key, Event, AmountDepressed, bGamepad ); } } return false; } defaultproperties { OnReceivedNativeInputKey=InputKey } |
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