void CGameActions::CreateFilterNoFireModeSwitch()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoFireModeSwitch = pActionMapMan->CreateActionFilter("no_firemodeswitch", eAFT_ActionFail);
	m_pFilterNoFireModeSwitch->Filter(weapon_change_firemode);
}
void CGameActions::CreateFilterNoVehicleExit()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoVehicleExit = pActionMapMan->CreateActionFilter("no_vehicle_exit", eAFT_ActionFail);
	m_pFilterNoVehicleExit->Filter(use);
}
void CGameActions::CreateFilterCutscene()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterCutscene = pActionMapMan->CreateActionFilter("cutscene", eAFT_ActionFail);	
	m_pFilterCutscene->Filter(binoculars);
}
void CGameActions::CreateFilterNoWeaponCustomization()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoWeaponCustomization = pActionMapMan->CreateActionFilter("no_weaponcustomization", eAFT_ActionFail);
	m_pFilterNoWeaponCustomization->Filter(menu_open_customizeweapon);
}
void CGameActions::CreateFilterNoMouse()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail);
	m_pFilterNoMouse->Filter(attack1);
	m_pFilterNoMouse->Filter(v_attack1);
	m_pFilterNoMouse->Filter(v_attack2);
	m_pFilterNoMouse->Filter(rotateyaw);
	m_pFilterNoMouse->Filter(v_rotateyaw);
	m_pFilterNoMouse->Filter(rotatepitch);
	m_pFilterNoMouse->Filter(v_rotatepitch);
	m_pFilterNoMouse->Filter(nextitem);
	m_pFilterNoMouse->Filter(previtem);
	m_pFilterNoMouse->Filter(toggle_explosive);
	m_pFilterNoMouse->Filter(toggle_weapon);
	m_pFilterNoMouse->Filter(toggle_grenade);
	m_pFilterNoMouse->Filter(handgrenade);
	m_pFilterNoMouse->Filter(zoom);
	m_pFilterNoMouse->Filter(reload);
	m_pFilterNoMouse->Filter(use);
	m_pFilterNoMouse->Filter(xi_grenade);
	m_pFilterNoMouse->Filter(xi_handgrenade);
	m_pFilterNoMouse->Filter(xi_zoom);
	m_pFilterNoMouse->Filter(jump);
	m_pFilterNoMouse->Filter(binoculars);
	m_pFilterNoMouse->Filter(attack1_xi);
	m_pFilterNoMouse->Filter(attack2_xi);
}
void CGameActions::CreateFilterMouseY()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
	m_pFilterMouseY = pActionMapMan->CreateActionFilter("no_mouseY", eAFT_ActionFail);
	m_pFilterMouseY->Filter(rotatepitch);
	m_pFilterMouseY->Filter(xi_rotatepitch);
}
void CGameActions::CreateFilterNoConnectivity()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoConnectivity = pActionMapMan->CreateActionFilter("no_connectivity", eAFT_ActionPass);
	m_pFilterNoConnectivity->Filter(scores);
}
void CGameActions::CreateFilterNoMouse()
{
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoMouse = pActionMapMan->CreateActionFilter("no_mouse", eAFT_ActionFail);
	m_pFilterNoMouse->Filter(attack1);
	m_pFilterNoMouse->Filter(v_attack1);
	m_pFilterNoMouse->Filter(v_attack2);
	m_pFilterNoMouse->Filter(rotateyaw);
	m_pFilterNoMouse->Filter(v_rotateyaw);
	m_pFilterNoMouse->Filter(rotatepitch);
	m_pFilterNoMouse->Filter(v_rotatepitch);
	m_pFilterNoMouse->Filter(nextitem);
	m_pFilterNoMouse->Filter(previtem);
	m_pFilterNoMouse->Filter(small);
	m_pFilterNoMouse->Filter(medium);
	m_pFilterNoMouse->Filter(heavy);
	m_pFilterNoMouse->Filter(handgrenade);
	m_pFilterNoMouse->Filter(explosive);
	m_pFilterNoMouse->Filter(utility);
	m_pFilterNoMouse->Filter(zoom);
	m_pFilterNoMouse->Filter(reload);
	m_pFilterNoMouse->Filter(use);
	m_pFilterNoMouse->Filter(xi_use);
	m_pFilterNoMouse->Filter(xi_grenade);
	m_pFilterNoMouse->Filter(xi_handgrenade);
	m_pFilterNoMouse->Filter(xi_zoom);
	m_pFilterNoMouse->Filter(jump);
}
void CGameActions::CreateFilterNoObjectivesOpen()
{
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoObjectivesOpen = pActionMapMan->CreateActionFilter("no_objectives_open", eAFT_ActionFail);
	m_pFilterNoObjectivesOpen->Filter(scores);
}
void CGameActions::CreateFilterVault()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterVault = pActionMapMan->CreateActionFilter("vault", eAFT_ActionFail);
	m_pFilterVault->Filter(rotateyaw);
	m_pFilterVault->Filter(v_rotateyaw);
	m_pFilterVault->Filter(rotatepitch);
	m_pFilterVault->Filter(v_rotatepitch);
	m_pFilterVault->Filter(nextitem);
	m_pFilterVault->Filter(previtem);
	m_pFilterVault->Filter(toggle_explosive);
	m_pFilterVault->Filter(toggle_weapon);
	m_pFilterVault->Filter(toggle_grenade);
	m_pFilterVault->Filter(handgrenade);
	m_pFilterVault->Filter(zoom);
	m_pFilterVault->Filter(reload);
	m_pFilterVault->Filter(use);
	m_pFilterVault->Filter(xi_grenade);
	m_pFilterVault->Filter(xi_handgrenade);
	m_pFilterVault->Filter(xi_zoom);
	m_pFilterVault->Filter(jump);
	m_pFilterVault->Filter(binoculars);

	m_pFilterVault->Filter(xi_rotateyaw);
	m_pFilterVault->Filter(xi_rotatepitch);
}
void CGameActions::CreateFilterMPWeaponCustomizationMenu()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterMPWeaponCustomizationMenu = pActionMapMan->CreateActionFilter("mp_weapon_customization_menu", eAFT_ActionPass);

	// Disabled all actions when in ingame menu, add any exceptions here

	// Menu actions
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_open_customizeweapon);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_close_customizeweapon);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrollup);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_scrolldown);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand1);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_fcommand2);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_left);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_switchtab_right);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_barrel);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_bottom);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_scope);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ammo);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_confirm2);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_back);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_delete);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_apply);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_default);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_back_select);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_1);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_input_2);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetpause);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_assetzoom);

	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_index_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_middle_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_ring_finger_switched);
	m_pFilterMPWeaponCustomizationMenu->Filter(menu_toggle_pink);

	//movement
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotateyaw);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_rotatepitch);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveleft);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveright);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveforward);
	m_pFilterMPWeaponCustomizationMenu->Filter(moveback);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_movex);
	m_pFilterMPWeaponCustomizationMenu->Filter(xi_movey);

	m_pFilterMPWeaponCustomizationMenu->Filter(mouse_wheel_infiction_close);

	m_pFilterMPWeaponCustomizationMenu->Filter(special);
	m_pFilterMPWeaponCustomizationMenu->Filter(attack1_xi);
}
void CGameActions::CreateFilterFreezeTime()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterFreezeTime = pActionMapMan->CreateActionFilter("freezetime", eAFT_ActionPass);

	CommonCreateFilterFreeze(m_pFilterFreezeTime);
}
void CGameActions::CreateFilterHostMigration()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterHostMigration = pActionMapMan->CreateActionFilter("hostmigration", eAFT_ActionPass);

	CommonCreateFilterFreeze(m_pFilterHostMigration);
}
void CGameActions::CreateFilterMPChat()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterMPChat = pActionMapMan->CreateActionFilter("mp_chat", eAFT_ActionPass);

	// Disabled all actions when typing a chat message, add any exceptions here
}
void CGameActions::CreateFilterUseKeyOnly()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterUseKeyOnly = pActionMapMan->CreateActionFilter("useKeyOnly", eAFT_ActionPass);

	m_pFilterUseKeyOnly->Filter(use);
}
Exemple #16
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void CGameActions::CreateFilterCutsceneNoPlayer()
{
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterCutsceneNoPlayer = pActionMapMan->CreateActionFilter("cutscene_no_player", eAFT_ActionPass);
	m_pFilterCutsceneNoPlayer->Filter(loadLastSave);
	m_pFilterCutsceneNoPlayer->Filter(load);
}
Exemple #17
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void CGameActions::CreateFilterTweakMenu()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterTweakMenu = pActionMapMan->CreateActionFilter("tweak_menu_active", eAFT_ActionFail);
	m_pFilterTweakMenu->Filter(toggle_explosive);
	m_pFilterTweakMenu->Filter(toggle_weapon);
	m_pFilterTweakMenu->Filter(toggle_grenade);
}
void CGameActions::CreateFilterStrikePointer()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterStrikePointer = pActionMapMan->CreateActionFilter("strikePointerDeployed", eAFT_ActionFail);

	m_pFilterStrikePointer->Filter(attack1);
	m_pFilterStrikePointer->Filter(attack1_xi);
}
void CGameActions::CreateFilterNotYetSpawned()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNotYetSpawned = pActionMapMan->CreateActionFilter("not_yet_spawned", eAFT_ActionFail);
	m_pFilterNotYetSpawned->Filter(binoculars);
	m_pFilterNotYetSpawned->Filter(zoom);
	m_pFilterNotYetSpawned->Filter(xi_zoom);
}
void CGameActions::CreateItemPickup()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterItemPickup = pActionMapMan->CreateActionFilter("ItemPickup", eAFT_ActionFail);
	m_pFilterItemPickup->Filter(use);
	m_pFilterItemPickup->Filter(heavyweaponremove);
	m_pFilterItemPickup->Filter(itemPickup);
}
void CGameActions::CreateFilterIngameMenu()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterIngameMenu = pActionMapMan->CreateActionFilter("ingame_menu", eAFT_ActionPass);

	// Disabled all actions when in ingame menu, add any exceptions here

	// Menu actions
	m_pFilterIngameMenu->Filter(menu_open_customizeweapon);
	m_pFilterIngameMenu->Filter(menu_close_customizeweapon);
	m_pFilterIngameMenu->Filter(menu_friends_open);
	
	m_pFilterIngameMenu->Filter(menu_map_zoomout);
	m_pFilterIngameMenu->Filter(menu_map_zoomin);

	m_pFilterIngameMenu->Filter(menu_scrollup);
	m_pFilterIngameMenu->Filter(menu_scrolldown);
	m_pFilterIngameMenu->Filter(menu_fcommand1);
	m_pFilterIngameMenu->Filter(menu_fcommand2);

	m_pFilterIngameMenu->Filter(menu_switchtab_left);
	m_pFilterIngameMenu->Filter(menu_switchtab_right);

	m_pFilterIngameMenu->Filter(menu_toggle_barrel);
	m_pFilterIngameMenu->Filter(menu_toggle_bottom);
	m_pFilterIngameMenu->Filter(menu_toggle_scope);
	m_pFilterIngameMenu->Filter(menu_toggle_ammo);

	m_pFilterIngameMenu->Filter(menu_confirm);
	m_pFilterIngameMenu->Filter(menu_confirm2);
	m_pFilterIngameMenu->Filter(menu_back);
	m_pFilterIngameMenu->Filter(menu_exit);
	m_pFilterIngameMenu->Filter(menu_delete);
	m_pFilterIngameMenu->Filter(menu_apply);
	m_pFilterIngameMenu->Filter(menu_default);
	m_pFilterIngameMenu->Filter(menu_back_select);

	m_pFilterIngameMenu->Filter(menu_input_1);
	m_pFilterIngameMenu->Filter(menu_input_2);
	
	m_pFilterIngameMenu->Filter(menu_assetpause);
	m_pFilterIngameMenu->Filter(menu_assetzoom);

	m_pFilterIngameMenu->Filter(menu_up);
	m_pFilterIngameMenu->Filter(menu_down);
	m_pFilterIngameMenu->Filter(menu_left);
	m_pFilterIngameMenu->Filter(menu_right);

	m_pFilterIngameMenu->Filter(voice_chat_talk);

	m_pFilterIngameMenu->Filter(skip_cutscene);
	m_pFilterIngameMenu->Filter(skip_loadingscreen);
	m_pFilterIngameMenu->Filter(skip_loadingscreen_switched);
}
void CGameActions::CreateTutorialNoMove()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterWarningPopup = pActionMapMan->CreateActionFilter("tutorial_no_move", eAFT_ActionFail);
	m_pFilterWarningPopup->Filter(moveforward);
	m_pFilterWarningPopup->Filter(moveback);
	m_pFilterWarningPopup->Filter(moveleft);
	m_pFilterWarningPopup->Filter(moveright);
	m_pFilterWarningPopup->Filter(xi_movey);
	m_pFilterWarningPopup->Filter(xi_movex);
}
void CGameActions::CreateFilterVehicleNoSeatChangeAndExit()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterVehicleNoSeatChangeAndExit = pActionMapMan->CreateActionFilter("vehicle_no_seat_change_and_exit", eAFT_ActionFail);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_exit);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat1);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat2);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat3);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat4);
	m_pFilterVehicleNoSeatChangeAndExit->Filter(v_changeseat5);
}
void CGameActions::CreateFilterCutsceneNoPlayer()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterCutsceneNoPlayer = pActionMapMan->CreateActionFilter("cutscene_no_player", eAFT_ActionPass);
	
	// Disabled all actions when in cutscene, add any exceptions here

	//Camera input for cinematics
	m_pFilterCutsceneNoPlayer->Filter(rotateyaw);
	m_pFilterCutsceneNoPlayer->Filter(rotatepitch);
	m_pFilterCutsceneNoPlayer->Filter(xi_rotateyaw);
	m_pFilterCutsceneNoPlayer->Filter(xi_rotatepitch);
	m_pFilterCutsceneNoPlayer->Filter(skip_cutscene);
	m_pFilterCutsceneNoPlayer->Filter(skip_loadingscreen);
	m_pFilterCutsceneNoPlayer->Filter(skip_loadingscreen_switched);
	m_pFilterCutsceneNoPlayer->Filter(attack1_cine);
	m_pFilterCutsceneNoPlayer->Filter(attack2_cine);

	m_pFilterCutsceneNoPlayer->Filter(menu_scrollup);
	m_pFilterCutsceneNoPlayer->Filter(menu_scrolldown);
	m_pFilterCutsceneNoPlayer->Filter(menu_switchtab_left);
	m_pFilterCutsceneNoPlayer->Filter(menu_switchtab_right);
	m_pFilterCutsceneNoPlayer->Filter(menu_up);
	m_pFilterCutsceneNoPlayer->Filter(menu_down);
	m_pFilterCutsceneNoPlayer->Filter(menu_left);
	m_pFilterCutsceneNoPlayer->Filter(menu_right);
	m_pFilterCutsceneNoPlayer->Filter(menu_map_zoomout);
	m_pFilterCutsceneNoPlayer->Filter(menu_map_zoomin);
	m_pFilterCutsceneNoPlayer->Filter(menu_confirm);
	m_pFilterCutsceneNoPlayer->Filter(menu_confirm2);
	m_pFilterCutsceneNoPlayer->Filter(menu_back);
	m_pFilterCutsceneNoPlayer->Filter(menu_exit);
	m_pFilterCutsceneNoPlayer->Filter(menu_delete);
	m_pFilterCutsceneNoPlayer->Filter(menu_apply);
	m_pFilterCutsceneNoPlayer->Filter(menu_default);
	m_pFilterCutsceneNoPlayer->Filter(menu_back_select);
	m_pFilterCutsceneNoPlayer->Filter(menu_tab);
	m_pFilterCutsceneNoPlayer->Filter(menu_friends_open);
	m_pFilterCutsceneNoPlayer->Filter(menu_input_1);
	m_pFilterCutsceneNoPlayer->Filter(menu_input_2);
	m_pFilterCutsceneNoPlayer->Filter(menu_assetpause);
	m_pFilterCutsceneNoPlayer->Filter(menu_assetzoom);
	m_pFilterCutsceneNoPlayer->Filter(minigame_decrypt_input_1);
	m_pFilterCutsceneNoPlayer->Filter(minigame_decrypt_input_2);
	m_pFilterCutsceneNoPlayer->Filter(minigame_decrypt_input_3);
	m_pFilterCutsceneNoPlayer->Filter(minigame_decrypt_input_4);
	m_pFilterCutsceneNoPlayer->Filter(minigame_decrypt_quit);
	m_pFilterCutsceneNoPlayer->Filter(minigame_ingame_quit);
}
void CGameActions::CreateFilterWarningPopup()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterWarningPopup = pActionMapMan->CreateActionFilter("warning_popup", eAFT_ActionFail);
	m_pFilterWarningPopup->Filter(moveforward);
	m_pFilterWarningPopup->Filter(moveback);
	m_pFilterWarningPopup->Filter(moveleft);
	m_pFilterWarningPopup->Filter(moveright);
	m_pFilterWarningPopup->Filter(xi_rotateyaw);
	m_pFilterWarningPopup->Filter(xi_rotatepitch);
	m_pFilterWarningPopup->Filter(attack1);
	m_pFilterWarningPopup->Filter(attack1_xi);
	m_pFilterWarningPopup->Filter(sprint);
}
void CGameActions::CreateFilterNoMove()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterNoMove = pActionMapMan->CreateActionFilter("no_move", eAFT_ActionFail);
	m_pFilterNoMove->Filter(crouch);
	m_pFilterNoMove->Filter(jump);
	m_pFilterNoMove->Filter(moveleft);
	m_pFilterNoMove->Filter(moveright);
	m_pFilterNoMove->Filter(moveforward);
	m_pFilterNoMove->Filter(moveback);
	m_pFilterNoMove->Filter(sprint);
	m_pFilterNoMove->Filter(xi_movey);
	m_pFilterNoMove->Filter(xi_movex);
}
void CGameActions::CreateFilterUIOnly()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterUIOnly = pActionMapMan->CreateActionFilter("only_ui", eAFT_ActionPass);	
	m_pFilterUIOnly->Filter(ui_toggle_pause);
	m_pFilterUIOnly->Filter(ui_up);
	m_pFilterUIOnly->Filter(ui_down);
	m_pFilterUIOnly->Filter(ui_left);
	m_pFilterUIOnly->Filter(ui_right);
	m_pFilterUIOnly->Filter(ui_click);
	m_pFilterUIOnly->Filter(ui_back);
	m_pFilterUIOnly->Filter(ui_confirm);
	m_pFilterUIOnly->Filter(ui_reset);
}
void CGameActions::CreateFilterMPRadio()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterMPRadio = pActionMapMan->CreateActionFilter("mp_radio", eAFT_ActionFail);
	m_pFilterNoMouse->Filter(toggle_explosive);
	m_pFilterNoMouse->Filter(toggle_weapon);
	m_pFilterNoMouse->Filter(toggle_grenade);
	m_pFilterMPRadio->Filter(handgrenade);
	m_pFilterMPRadio->Filter(v_changeseat1);
	m_pFilterMPRadio->Filter(v_changeseat2);
	m_pFilterMPRadio->Filter(v_changeseat3);
	m_pFilterMPRadio->Filter(v_changeseat4);
	m_pFilterMPRadio->Filter(v_changeseat5);
	m_pFilterMPRadio->Filter(v_changeseat);
}
Exemple #29
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void CGameActions::CreateFilterInVehicleSuitMenu()
{
	//need when suit menu is on in a vehicle. for XBOX controller and for keyboard
	IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterInVehicleSuitMenu = pActionMapMan->CreateActionFilter("in_vehicle_suit_menu", eAFT_ActionFail);
	m_pFilterInVehicleSuitMenu->Filter(use);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat);
	m_pFilterInVehicleSuitMenu->Filter(v_changeview);
	m_pFilterInVehicleSuitMenu->Filter(v_lights);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat1);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat2);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat3);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat4);
	m_pFilterInVehicleSuitMenu->Filter(v_changeseat5);
}
void CGameActions::CreateFilterMPPreGameFreeze()
{
	IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();

	m_pFilterMPPreGameFreeze = pActionMapMan->CreateActionFilter("pregamefreeze", eAFT_ActionPass);

	CommonCreateFilterFreeze(m_pFilterMPPreGameFreeze);

	m_pFilterMPPreGameFreeze->Filter(rotateyaw);
	m_pFilterMPPreGameFreeze->Filter(rotatepitch);
	m_pFilterMPPreGameFreeze->Filter(xi_rotateyaw);
	m_pFilterMPPreGameFreeze->Filter(xi_rotatepitch);

	m_pFilterMPPreGameFreeze->Filter(hud_openchat);
	m_pFilterMPPreGameFreeze->Filter(hud_openteamchat);
}