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getActiveActions

Definition


-- @/lua/ge/extensions/core/input/actions.lua:358

M.getActiveActions = function() return getActions(true) end

Callers

@/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})
@/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/flowgraph/nodes/input/blacklistAction.lua
  if not allActions then
    allActions = core_input_actions.getActiveActions()
    allCategories = {}
@/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