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); }
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); }
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); }
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); }