pad¶
_set_control_context¶
void native.pad._set_control_context(int control, int context)
Sets the current control context. Must be called every frame.
context: https://alloc8or.re/rdr3/doc/misc/input_contexts.txt
For more information, see common:/data/control/settings.meta
https://github.com/femga/rdr3_discoveries/tree/master/Controls
_get_current_control_context¶
int native.pad._get_current_control_context(int control)
_is_control_action_valid¶
bool native.pad._is_control_action_valid(int action, int control)
is_control_enabled¶
bool native.pad.is_control_enabled(int control, int action)
is_control_pressed¶
bool native.pad.is_control_pressed(int control, int action)
is_control_released¶
bool native.pad.is_control_released(int control, int action)
is_control_just_pressed¶
bool native.pad.is_control_just_pressed(int control, int action)
is_control_just_released¶
bool native.pad.is_control_just_released(int control, int action)
get_control_value¶
int native.pad.get_control_value(int control, int action)
get_control_normal¶
float native.pad.get_control_normal(int control, int action)
get_control_unbound_normal¶
float native.pad.get_control_unbound_normal(int control, int action)
set_control_value_next_frame¶
bool native.pad.set_control_value_next_frame(int control, int action, float value)
This is for simulating player input.
value is a float value from 0 - 1
control: see IS_CONTROL_ENABLED
Old name: _SET_CONTROL_NORMAL
is_disabled_control_pressed¶
bool native.pad.is_disabled_control_pressed(int control, int action)
is_disabled_control_just_pressed¶
bool native.pad.is_disabled_control_just_pressed(int control, int action)
is_disabled_control_just_released¶
bool native.pad.is_disabled_control_just_released(int control, int action)
get_disabled_control_normal¶
float native.pad.get_disabled_control_normal(int control, int action)
get_disabled_control_unbound_normal¶
float native.pad.get_disabled_control_unbound_normal(int control, int action)
get_control_how_long_ago¶
int native.pad.get_control_how_long_ago(int control)
_get_disabled_control_how_long_ago¶
int native.pad._get_disabled_control_how_long_ago(int control)
is_using_keyboard_and_mouse¶
bool native.pad.is_using_keyboard_and_mouse(int control)
_0x43f35ddb2905d945¶
int native.pad._0x43f35ddb2905d945(int p0, int p1)
_0xbd629c1c4f501c80¶
int native.pad._0xbd629c1c4f501c80(int p0)
have_controls_changed¶
bool native.pad.have_controls_changed(int control)
set_control_light_effect_color¶
void native.pad.set_control_light_effect_color(int control, int red, int green, int blue)
clear_control_light_effect¶
void native.pad.clear_control_light_effect(int control)
set_control_light_effect_flashing_color¶
void native.pad.set_control_light_effect_flashing_color(int control, int red, int green, int blue)
set_control_shake¶
void native.pad.set_control_shake(int control, int duration, int frequency)
set_control_trigger_shake¶
void native.pad.set_control_trigger_shake(int control, int left_duration, int left_frequency, int right_duration, int right_frequency)
stop_control_shake¶
void native.pad.stop_control_shake(int control)
set_control_shake_suppressed_id¶
void native.pad.set_control_shake_suppressed_id(int control, int unique_id)
clear_control_shake_suppressed_id¶
void native.pad.clear_control_shake_suppressed_id(int control)
is_look_inverted¶
bool native.pad.is_look_inverted()
set_input_exclusive¶
void native.pad.set_input_exclusive(int control, int action)
disable_control_action¶
void native.pad.disable_control_action(int control, int action, bool disable_related_actions)
enable_control_action¶
void native.pad.enable_control_action(int control, int action, bool enable_related_actions)
disable_all_control_actions¶
void native.pad.disable_all_control_actions(int control)
_0x5f217bc1190503d8¶
void native.pad._0x5f217bc1190503d8(string rumble_curve, float p1)
_0x709ba8c08c5c008d¶
void native.pad._0x709ba8c08c5c008d()
_0x1252c029fc8ebb4d¶
bool native.pad._0x1252c029fc8ebb4d()
_0x52c68e92d6e23add¶
void native.pad._0x52c68e92d6e23add(int p0)