private void Update() { if (!Input.GetButtonDown("Interactive", "Blueprints")) { return; } //TheForest.Utils.LocalPlayer.Inventory.CancelNextChargedAttack = true; //LocalPlayer.Inventory.Block(); if (BOpened) { LocalPlayer.FpCharacter.UnLockView(); SInput = "Search for item..."; //LocalPlayer.Inventory.UnBlock(); LocalPlayer.Inventory.EquipPreviousWeaponDelayed(); } else { LocalPlayer.FpCharacter.LockView(); FStamina = LocalPlayer.Stats.Stamina; FEnergy = LocalPlayer.Stats.Energy; LocalPlayer.Inventory.StashEquipedWeapon(false); } BOpened = !BOpened; }
private void Update() { if (!Input.GetButtonDown("Save_State", "Blueprints")) { return; } Log.Write("Saved current state"); LocalPlayer.Stats.JustSave(); }