本文整理汇总了C++中IActionMapManager::CreateActionFilter方法的典型用法代码示例。如果您正苦于以下问题:C++ IActionMapManager::CreateActionFilter方法的具体用法?C++ IActionMapManager::CreateActionFilter怎么用?C++ IActionMapManager::CreateActionFilter使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类IActionMapManager
的用法示例。
在下文中一共展示了IActionMapManager::CreateActionFilter方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CreateFilterNoFireModeSwitch
void CGameActions::CreateFilterNoFireModeSwitch()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterNoFireModeSwitch = pActionMapMan->CreateActionFilter("no_firemodeswitch", eAFT_ActionFail);
m_pFilterNoFireModeSwitch->Filter(weapon_change_firemode);
}
示例2: CreateFilterNoVehicleExit
void CGameActions::CreateFilterNoVehicleExit()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterNoVehicleExit = pActionMapMan->CreateActionFilter("no_vehicle_exit", eAFT_ActionFail);
m_pFilterNoVehicleExit->Filter(use);
}
示例3: CreateFilterCutscene
void CGameActions::CreateFilterCutscene()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterCutscene = pActionMapMan->CreateActionFilter("cutscene", eAFT_ActionFail);
m_pFilterCutscene->Filter(binoculars);
}
示例4: CreateFilterNoWeaponCustomization
void CGameActions::CreateFilterNoWeaponCustomization()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterNoWeaponCustomization = pActionMapMan->CreateActionFilter("no_weaponcustomization", eAFT_ActionFail);
m_pFilterNoWeaponCustomization->Filter(menu_open_customizeweapon);
}
示例5: CreateFilterNoMouse
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);
}
示例6: CreateFilterMouseY
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);
}
示例7: CreateFilterNoConnectivity
void CGameActions::CreateFilterNoConnectivity()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterNoConnectivity = pActionMapMan->CreateActionFilter("no_connectivity", eAFT_ActionPass);
m_pFilterNoConnectivity->Filter(scores);
}
示例8: CreateFilterNoMouse
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);
}
示例9: CreateFilterNoObjectivesOpen
void CGameActions::CreateFilterNoObjectivesOpen()
{
IActionMapManager *pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterNoObjectivesOpen = pActionMapMan->CreateActionFilter("no_objectives_open", eAFT_ActionFail);
m_pFilterNoObjectivesOpen->Filter(scores);
}
示例10: CreateFilterVault
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);
}
示例11: CreateFilterMPWeaponCustomizationMenu
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);
}
示例12: CreateFilterFreezeTime
void CGameActions::CreateFilterFreezeTime()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterFreezeTime = pActionMapMan->CreateActionFilter("freezetime", eAFT_ActionPass);
CommonCreateFilterFreeze(m_pFilterFreezeTime);
}
示例13: CreateFilterHostMigration
void CGameActions::CreateFilterHostMigration()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterHostMigration = pActionMapMan->CreateActionFilter("hostmigration", eAFT_ActionPass);
CommonCreateFilterFreeze(m_pFilterHostMigration);
}
示例14: CreateFilterMPChat
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
}
示例15: CreateFilterUseKeyOnly
void CGameActions::CreateFilterUseKeyOnly()
{
IActionMapManager* pActionMapMan = g_pGame->GetIGameFramework()->GetIActionMapManager();
m_pFilterUseKeyOnly = pActionMapMan->CreateActionFilter("useKeyOnly", eAFT_ActionPass);
m_pFilterUseKeyOnly->Filter(use);
}