/* * /// <summary> * /// Gets whether a <see cref="Keys"/> is currently held down * /// </summary> * /// <param name="key">The key.</param> * /// <returns></returns> * public static bool IsKeyPressed(Keys key) * { * return ScriptDomain.CurrentDomain.IsKeyPressed(key); * } */ /// <summary> /// Gets whether a <see cref="ButtonCombination"/> was entered. /// </summary> /// <param name="combination">The <see cref="ButtonCombination"/> to check against.</param> /// <returns><c>true</c> if the <see cref="ButtonCombination"/> was just entered; otherwise, <c>false</c></returns> /// <remarks> /// Only works for Gamepad inputs /// Cheat combinations use the same system /// </remarks> public static bool WasButtonCombinationJustEntered(ButtonCombination combination) { return(API.HasButtonCombinationJustBeenEntered((uint)combination.Hash, combination.Length)); }
/// <summary> /// Gets whether a <see cref="Keys"/> is currently held down /// </summary> /// <param name="key">The key.</param> /// <returns></returns> /*public static bool IsKeyPressed(Keys key) * { * return ScriptDomain.CurrentDomain.IsKeyPressed(key); * }*/ /// <summary> /// Gets whether a <see cref="ButtonCombination"/> was entered. /// </summary> /// <param name="combination">The <see cref="ButtonCombination"/> to check against.</param> /// <returns><c>true</c> if the <see cref="ButtonCombination"/> was just entered; otherwise, <c>false</c></returns> /// <remarks> /// Only works for Gamepad inputs /// Cheat combinations use the same system /// </remarks> public static bool WasButtonCombinationJustEntered(ButtonCombination combination) { return(Function.Call <bool>(Hash._HAS_BUTTON_COMBINATION_JUST_BEEN_ENTERED, combination.Hash, combination.Length)); }