IsKeyBound: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">bool isKeyBound ( player thePlayer, string key, [ string keyState, string function ] ) </syntaxhighlight>  
<syntaxhighlight lang="lua">bool isKeyBound ( player thePlayer, string key, [ string keyState, function handler ] ) </syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
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**'''"up":''' when the key is released
**'''"up":''' when the key is released
**'''"down":''' when the key is pressed
**'''"down":''' when the key is pressed
*'''function:''' The function you're checking against
*'''handler:''' The function you're checking against
Note: If you do not specify a ''keyState'' or ''function'', any instances of ''key'' being bound will cause ''isKeyBound'' to return ''true''.
Note: If you do not specify a ''keyState'' or ''handler'', any instances of ''key'' being bound will cause ''isKeyBound'' to return ''true''.


==Example==   
==Example==   

Revision as of 10:29, 18 August 2007

This function can be used to find out if a key has already been bound.

Syntax

bool isKeyBound ( player thePlayer, string key, [ string keyState, function handler ] ) 

Required Arguments

  • thePlayer: The player you're checking.
  • key: The key you're checking. See Key names for a list of valid key names.

Optional Arguments

  • keyState: Is the state of the key when it calls the function, Can be either:
    • "up": when the key is released
    • "down": when the key is pressed
  • handler: The function you're checking against

Note: If you do not specify a keyState or handler, any instances of key being bound will cause isKeyBound to return true.

Example


See Also