Controls::isInputDisabled: Difference between revisions
(yay) |
|||
| Line 8: | Line 8: | ||
==Example== | ==Example== | ||
<syntaxhighlight lang="javascript"> | <syntaxhighlight lang="javascript"> | ||
// | // test if the player is using a controller vs keyboard/mouse | ||
function isUsingController(){ | |||
return !mp.game.controls.isInputDisabled(0); | |||
} | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See also== | ==See also== | ||
{{Controls_s_function_c}} | {{Controls_s_function_c}} | ||
[[Category:Clientside API]] | [[Category:Clientside API]] | ||
[[Category:TODO: Example]] | [[Category:TODO: Example]] | ||
Revision as of 20:40, 7 November 2019
Seems to return true if the input is currently disabled. '_GET_LAST_INPUT_METHOD' didn't seem very accurate, but I've left the original description below.
--
index usually 2
returns true if the last input method was made with mouse + keyboard, false if it was made with a gamepad
0, 1 and 2 used in the scripts. 0 is by far the most common of them.
Syntax
mp.game.controls.isInputDisabled(inputGroup);
Required Arguments
- inputGroup: int
Return value
- Boolean
Example
// test if the player is using a controller vs keyboard/mouse
function isUsingController(){
return !mp.game.controls.isInputDisabled(0);
}