getActiveActions
Definition
-- @/lua/ge/extensions/core/input/actions.lua:358
M.getActiveActions = function() return getActions(true) end
Callers
@/lua/ge/extensions/core/input/bindings.lua
local currentActions = {}
for actionName,action in pairs(core_input_actions.getActiveActions()) do
if action.vehicle == nil or action.vehicle == vehicleName then
-- ok, now look at all vehicles, which global actionmaps they use and update them
local activeActions = core_input_actions.getActiveActions()
for _,veh in ipairs(getAllVehicles()) do
for _,b in ipairs(data.bindings) do
local vehicleName = core_input_actions.getActiveActions()[b.action].vehicle
local vehicleNameStr = vehicleName or "none" -- temporarily rename to 'none' for during this function
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
if not allActions then
allActions = core_input_actions.getActiveActions()
allCategories = {}
@/lua/ge/extensions/ui/bindingsLegend.lua
local actionsByName = {}
local activeActions = core_input_actions.getActiveActions()
for _, device in ipairs(core_input_bindings.bindings) do
local result = {}
local activeActions = core_input_actions.getActiveActions()
for i = 1, 6 do
local function setActionDefaults(actions)
local activeActions = core_input_actions.getActiveActions()
for _, action in ipairs(actions) do
if not tableIsEmpty(modifierNames) then
local activeActions = core_input_actions.getActiveActions()
for _, deviceName in ipairs(core_input_bindings.getRecentDevices()) do
local function triggerInputAction(action, value)
local activeActions = core_input_actions.getActiveActions()
core_input_actions.executeCommand(activeActions[action], value, be:getPlayerVehicleID(0))
@/lua/ge/extensions/editor/shortcutLegend.lua
for _, binding in ipairs(device.contents.bindings) do
local actionmap = extensions.core_input_actions.getActiveActions()[binding.action].actionMap
if actionmap and actionmap == editor.editMode.actionMap then
if actionmap and actionmap == editor.editMode.actionMap then
table.insert(actionInfos, {control = binding.control, title = extensions.core_input_actions.getActiveActions()[binding.action].title})
end
@/lua/ge/extensions/editor/dynamicDecals/docs.lua
for _, binding in ipairs(device.contents.bindings) do
local actionmap = extensions.core_input_actions.getActiveActions()[binding.action].actionMap
if actionmap and actionmap == "dynamicDecals" then
if actionmap and actionmap == "dynamicDecals" then
local action = extensions.core_input_actions.getActiveActions()[binding.action]
table.insert(inputActionInfo, {control = binding.control, controlCap = helper.capitalizeWords(binding.control), title = action.title, desc = action.desc})