terraria-cpp2il-methodrecon v1.4.4.9
Terraria mobile dump, with reconstructed method body. Dump with CallAnalysis: https://infinitynichto.github.io/terraria-cpp2il
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◆ Update()

void InControl.PlayerTwoAxisAction.Update ( ulong updateTick,
float deltaTime )
inlinepackage

Definition at line 99 of file PlayerTwoAxisAction.cs.

100 {
101 PlayerAction playerAction = this.negativeXAction;
102 this.ProcessActionUpdate(playerAction);
103 PlayerAction playerAction2 = this.positiveXAction;
104 this.ProcessActionUpdate(playerAction2);
105 PlayerAction playerAction3 = this.negativeYAction;
106 this.ProcessActionUpdate(playerAction3);
107 PlayerAction playerAction4 = this.positiveYAction;
108 this.ProcessActionUpdate(playerAction4);
109 PlayerAction playerAction5 = this.negativeXAction;
110 if (playerAction5.enabled && playerAction5.ownerEnabled)
111 {
113 }
114 PlayerAction playerAction6 = this.positiveXAction;
115 if (playerAction6.enabled && playerAction6.ownerEnabled)
116 {
118 }
119 bool flag = this.<InvertXAxis>k__BackingField;
120 if (playerAction6 == null)
121 {
122 }
123 PlayerAction playerAction7 = this.negativeYAction;
124 if (playerAction7.enabled && playerAction7.ownerEnabled)
125 {
127 }
128 PlayerAction playerAction8 = this.positiveYAction;
129 if (playerAction8.enabled && playerAction8.ownerEnabled)
130 {
132 }
133 if (playerAction8 == null)
134 {
135 }
136 if (!true)
137 {
138 }
139 if (true)
140 {
141 return;
142 }
143 if (!this.<InvertYAxis>k__BackingField)
144 {
145 }
146 }
class f__AnonymousType0<< Count > j__TPar
void ProcessActionUpdate(PlayerAction action)

References InControl.OneAxisInputControl.enabled, InControl.PlayerTwoAxisAction.InvertXAxis, InControl.PlayerTwoAxisAction.InvertYAxis, j__TPar, InControl.PlayerTwoAxisAction.k__BackingField, InControl.PlayerTwoAxisAction.negativeXAction, InControl.PlayerTwoAxisAction.negativeYAction, InControl.PlayerTwoAxisAction.positiveXAction, InControl.PlayerTwoAxisAction.positiveYAction, InControl.PlayerTwoAxisAction.ProcessActionUpdate(), InControl.OneAxisInputControl.thisState, InControl.InputControlState.Value, and System.value.