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//TODO: Add "retrigger if held" functionality to stick


// Player input callbacks
global function AddButtonPressedPlayerInputCallback
global function RemoveButtonPressedPlayerInputCallback
global function AddButtonReleasedPlayerInputCallback
global function RemoveButtonReleasedPlayerInputCallback
global function AddPlayerHeldButtonEventCallback
global function RemovePlayerHeldButtonEventCallback

global function AddPlayerPressedForwardCallback
global function RemovePlayerPressedForwardCallback
global function AddPlayerPressedBackCallback
global function RemovePlayerPressedBackCallback
global function AddPlayerPressedLeftCallback
global function RemovePlayerPressedLeftCallback
global function AddPlayerPressedRightCallback
global function RemovePlayerPressedRightCallback

global function DEBUG_AddSprintJumpHeldMeleePressed //Only for reference on how to do more complicated input events

global function CodeCallback_OnPlayerInputCommandChanged
global function CodeCallback_OnPlayerInputAxisChanged

void function CodeCallback_OnPlayerInputCommandChanged( entity player, int cmdsHeld, int cmdsPressed, int cmdsReleased )
{
	foreach( callbackStruct in player.p.playerInputEventCallbacks )
	{
		if ( PlayerInputsMatchCallbackInputs( cmdsHeld, cmdsPressed, cmdsReleased, callbackStruct )  )
			callbackStruct.callbackFunc( player )
	}

	foreach( callbackStruct in player.p.playerHeldButtonEventCallbacks )
	{
		if ( cmdsPressed & callbackStruct.buttonHeld )
			thread RunHeldCallbackAfterTimePasses( player, callbackStruct )
	}

	foreach( callbackStruct in player.p.playerHeldButtonEventCallbacks )
	{
		if ( cmdsReleased & callbackStruct.buttonHeld )
		{
			string endSignalName = GetEndSignalNameForHeldButtonCallback( callbackStruct )
			player.Signal( endSignalName ) //Send signal to kill corresponding RunHeldCallbackAfterTimePasses
		}
	}
}

void function CodeCallback_OnPlayerInputAxisChanged( entity player, float horizAxis, float vertAxis )
{
	//printt( "Axis Changed: X: " + horizAxis + " Y: " + vertAxis )

	foreach( callbackStruct in player.p.playerInputAxisEventCallbacks )
	{
		if ( ShouldRunPlayerInputAxisCallbackFunc( horizAxis, vertAxis, callbackStruct )  )
			RunPlayerInputAxisCallbackFunc( player, callbackStruct )
	}
}

void function AddPlayerInputEventCallback_Internal( entity player, PlayerInputEventCallbackStruct inputCallbackStruct ) //Not really meant to be used directly unless you know what you're doing! Use utility functions like AddButtonPressedPlayerInputCallback instead
{
	if ( !player.GetSendInputCallbacks() )
		player.SetSendInputCallbacks( true )

	Assert( !InputEventCallbackAlreadyExists( player, inputCallbackStruct ), " Adding the same inputEventCallback " + string ( inputCallbackStruct.callbackFunc ) + " with the same inputs!" )

	player.p.playerInputEventCallbacks.append( inputCallbackStruct )
}

void function RemovePlayerInputEventCallback_Internal( entity player, PlayerInputEventCallbackStruct inputCallbackStruct ) //Not really meant to be used directly unless you know what you're doing! Use utility functions like RemoveButtonPressedPlayerInputCallback instead
{
	for( int i = player.p.playerInputEventCallbacks.len() - 1; i >= 0; --i ) //Removing from the end of an array, so it's fine to remove as we go along
	{
		if ( InputCallbackStructsAreTheSame( player.p.playerInputEventCallbacks[i], inputCallbackStruct ) )
		{
			player.p.playerInputEventCallbacks.remove( i )
			break
		}

	}

	TurnOffInputCallbacksIfNecessary( player )
}

bool function InputEventCallbackAlreadyExists( entity player, PlayerInputEventCallbackStruct inputCallbackStruct )
{
	foreach( existingCallbackStruct in player.p.playerInputEventCallbacks )
	{
		if ( InputCallbackStructsAreTheSame( existingCallbackStruct, inputCallbackStruct ) )
			return true
	}

	return false
}

void function AddPlayerHeldButtonEventCallback( entity player, int buttonEnum,  void functionref( entity player ) callbackFunc, float buttonHeldTime = 1.0 )
{
	if ( !player.GetSendInputCallbacks() )
		player.SetSendInputCallbacks( true )

	PlayerHeldButtonEventCallbackStruct callbackStruct
	callbackStruct.buttonHeld =  buttonEnum
	callbackStruct.callbackFunc =  callbackFunc
	callbackStruct.timeHeld =  buttonHeldTime

	Assert( !HeldEventCallbackAlreadyExists( player, callbackStruct ), " Adding the same heldEventCallback " + string ( callbackStruct.callbackFunc ) + " with the same parameters!" )

	string endSignalName = GetEndSignalNameForHeldButtonCallback( callbackStruct )
	RegisterSignal( endSignalName )//Signal meant to kill the waiting thread if button is released. Note that registering the same signal multiple times seems to be ok.

	player.p.playerHeldButtonEventCallbacks.append( callbackStruct )
}


void function RemovePlayerHeldButtonEventCallback( entity player, int buttonEnum,  void functionref( entity player ) callbackFunc, float buttonHeldTime = 1.0 )
{
	PlayerHeldButtonEventCallbackStruct callbackStruct
	callbackStruct.buttonHeld =  buttonEnum
	callbackStruct.callbackFunc =  callbackFunc
	callbackStruct.timeHeld =  buttonHeldTime

	for( int i = player.p.playerHeldButtonEventCallbacks.len() - 1; i >= 0; --i ) //Removing from the end of an array, so it's fine to remove as we go along
	{
		if ( HeldButtonCallbackStructsAreTheSame( player.p.playerHeldButtonEventCallbacks[i], callbackStruct ) )
				player.p.playerHeldButtonEventCallbacks.remove( i )
	}

	TurnOffInputCallbacksIfNecessary( player )
}

bool function HeldEventCallbackAlreadyExists( entity player, PlayerHeldButtonEventCallbackStruct callbackStruct )
{
	foreach( existingCallbackStruct in player.p.playerHeldButtonEventCallbacks )
	{
		if ( HeldButtonCallbackStructsAreTheSame( existingCallbackStruct, callbackStruct ) )
			return true
	}

	return false
}

void function DEBUG_PlayerHeldSprintJumpAndPressedMelee( entity player ) //Debug function, just an example on how to hook up more complicated InputEvents
{
	PrintFunc()
}

void function DEBUG_AddSprintJumpHeldMeleePressed() //Debug function, just an example on how to hook up more complicated InputEvents
{
	PlayerInputEventCallbackStruct callbackStruct
	callbackStruct.cmdsHeldBitMask = IN_SPEED | IN_JUMP
	callbackStruct.cmdsPressedBitMask = IN_MELEE
	callbackStruct.callbackFunc = DEBUG_PlayerHeldSprintJumpAndPressedMelee

	AddPlayerInputEventCallback_Internal( GetPlayerArray()[0], callbackStruct )
}

//List of valid inputs are in sh_constants for reference
void function AddButtonPressedPlayerInputCallback( entity player, int buttonEnum, void functionref( entity player ) callbackFunc )
{
	PlayerInputEventCallbackStruct callbackStruct
	callbackStruct.cmdsPressedBitMask = buttonEnum
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputEventCallback_Internal( player, callbackStruct )
}

void function RemoveButtonPressedPlayerInputCallback( entity player, int buttonEnum, void functionref( entity player ) callbackFunc )
{
	PlayerInputEventCallbackStruct callbackStruct
	callbackStruct.cmdsPressedBitMask = buttonEnum
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputEventCallback_Internal( player, callbackStruct )
}

void function AddButtonReleasedPlayerInputCallback( entity player, int buttonEnum, void functionref( entity player ) callbackFunc )
{
	PlayerInputEventCallbackStruct callbackStruct
	callbackStruct.cmdsReleasedBitMask = buttonEnum
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputEventCallback_Internal( player, callbackStruct )
}

void function RemoveButtonReleasedPlayerInputCallback( entity player, int buttonEnum, void functionref( entity player ) callbackFunc )
{
	PlayerInputEventCallbackStruct callbackStruct
	callbackStruct.cmdsReleasedBitMask = buttonEnum
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputEventCallback_Internal( player, callbackStruct )
}


void function RunHeldCallbackAfterTimePasses( entity player, PlayerHeldButtonEventCallbackStruct callbackStruct )
{
	string endSignalName = GetEndSignalNameForHeldButtonCallback( callbackStruct )
	player.EndSignal( endSignalName )
	player.EndSignal( "OnDeath" )

	/*OnThreadEnd(
	function() : (  )
		{
			printt( "function ended at: " + Time() )

		}
	)

	printt( "Pre wait time: " + Time()  )*/
	wait callbackStruct.timeHeld

	//printt( "Post wait time: " + Time()  )

	if ( !IsValid( player ) )
		return

	callbackStruct.callbackFunc( player )
}

string function GetEndSignalNameForHeldButtonCallback( PlayerHeldButtonEventCallbackStruct callbackStruct  )
{
	return ( "Button" + callbackStruct.buttonHeld + "Released_EndSignal" )
}

bool function InputCallbackStructsAreTheSame( PlayerInputEventCallbackStruct callbackStruct1, PlayerInputEventCallbackStruct callbackStruct2  ) //Really just a comparison function because == does a compare by reference, not a compare by value
{
	if ( callbackStruct1.cmdsPressedBitMask != callbackStruct2.cmdsPressedBitMask )
		return false

	if ( callbackStruct1.cmdsHeldBitMask != callbackStruct2.cmdsHeldBitMask )
		return false

	if ( callbackStruct1.cmdsReleasedBitMask != callbackStruct2.cmdsReleasedBitMask )
		return false

	if ( callbackStruct1.callbackFunc != callbackStruct2.callbackFunc )
		return false

	return true
}

bool function PlayerInputsMatchCallbackInputs( int cmdsHeld, int cmdsPressed, int cmdsReleased, PlayerInputEventCallbackStruct callbackStruct  )
{
	if ( !HasBitMask( cmdsHeld, callbackStruct.cmdsHeldBitMask ) )
		return false

	if ( !HasBitMask( cmdsPressed, callbackStruct.cmdsPressedBitMask ) )
		return false

	if ( !HasBitMask( cmdsReleased, callbackStruct.cmdsReleasedBitMask ) )
		return false

	return true
}

bool function HeldButtonCallbackStructsAreTheSame( PlayerHeldButtonEventCallbackStruct struct1, PlayerHeldButtonEventCallbackStruct struct2 ) //Really just a comparison function because == does a compare by reference, not a compare by value
{
	if ( struct1.buttonHeld != struct2.buttonHeld )
		return false

	if ( struct1.callbackFunc != struct2.callbackFunc )
		return false

	if ( struct1.timeHeld != struct2.timeHeld )
		return false

	return true

}

void function TurnOffInputCallbacksIfNecessary( entity player )
{
	if ( player.p.playerInputEventCallbacks.len() > 0 )
		return

	if ( player.p.playerHeldButtonEventCallbacks.len() > 0 )
		return

	if ( player.p.playerInputAxisEventCallbacks.len() > 0 )
		return

	//printt( "No more input callbacks, SetInputCallbacks to false" )
	player.SetSendInputCallbacks( false )
}

PlayerInputAxisEventCallbackStruct function MakePressedForwardCallbackStruct()
{
	PlayerInputAxisEventCallbackStruct callbackStruct
	callbackStruct.horizAxisMinThreshold = -1.0
	callbackStruct.horizAxisMaxThreshold = 1.0
	callbackStruct.vertAxisMinThreshold = 0.4
	callbackStruct.vertAxisMaxThreshold = 1.0

	return callbackStruct
}

void function AddPlayerPressedForwardCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedForwardCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputAxisEventCallback_Internal( player, callbackStruct )
}

void function RemovePlayerPressedForwardCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedForwardCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputAxisEventCallback_Internal( player, callbackStruct )
}

PlayerInputAxisEventCallbackStruct function MakePressedBackCallbackStruct()
{
	PlayerInputAxisEventCallbackStruct callbackStruct
	callbackStruct.horizAxisMinThreshold = -1.0
	callbackStruct.horizAxisMaxThreshold = 1.0
	callbackStruct.vertAxisMinThreshold = -1.0
	callbackStruct.vertAxisMaxThreshold = -0.4

	return callbackStruct
}

void function AddPlayerPressedBackCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedBackCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputAxisEventCallback_Internal( player, callbackStruct )

}

void function RemovePlayerPressedBackCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedBackCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputAxisEventCallback_Internal( player, callbackStruct )

}

PlayerInputAxisEventCallbackStruct function MakePressedLeftCallbackStruct()
{
	PlayerInputAxisEventCallbackStruct callbackStruct
	callbackStruct.horizAxisMinThreshold = -1.0
	callbackStruct.horizAxisMaxThreshold = -0.4
	callbackStruct.vertAxisMinThreshold = -1.0
	callbackStruct.vertAxisMaxThreshold = 1.0

	return callbackStruct
}

void function AddPlayerPressedLeftCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedLeftCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputAxisEventCallback_Internal( player, callbackStruct )
}

void function RemovePlayerPressedLeftCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedLeftCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputAxisEventCallback_Internal( player, callbackStruct )
}

PlayerInputAxisEventCallbackStruct function MakePressedRightCallbackStruct()
{
	PlayerInputAxisEventCallbackStruct callbackStruct
	callbackStruct.horizAxisMinThreshold = 0.4
	callbackStruct.horizAxisMaxThreshold = 1.0
	callbackStruct.vertAxisMinThreshold = -1.0
	callbackStruct.vertAxisMaxThreshold = 1.0

	return callbackStruct
}

void function AddPlayerPressedRightCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedRightCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	AddPlayerInputAxisEventCallback_Internal( player, callbackStruct )
}

void function RemovePlayerPressedRightCallback( entity player, bool functionref( entity player ) callbackFunc, float debounceTime = 2.0 )
{
	PlayerInputAxisEventCallbackStruct callbackStruct = MakePressedRightCallbackStruct()
	callbackStruct.debounceTime = debounceTime
	callbackStruct.callbackFunc = callbackFunc

	RemovePlayerInputAxisEventCallback_Internal( player, callbackStruct )
}


void function AddPlayerInputAxisEventCallback_Internal( entity player, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	if ( !player.GetSendInputCallbacks() )
		player.SetSendInputCallbacks( true )

	Assert( IsValidPlayerInputAxisEventCallbackStruct( callbackStruct ) )

	Assert( !InputAxisEventCallbackAlreadyExists( player, callbackStruct ), " Adding the same inputEventCallback " + string ( callbackStruct.callbackFunc ) + " with the same inputs!" )

	player.p.playerInputAxisEventCallbacks.append( callbackStruct )
}

void function RemovePlayerInputAxisEventCallback_Internal( entity player, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	for( int i = player.p.playerInputAxisEventCallbacks.len() - 1; i >= 0; --i ) //Removing from the end of an array, so it's fine to remove as we go along
	{
		if ( InputAxisCallbackStructsAreTheSame( player.p.playerInputAxisEventCallbacks[i], callbackStruct ) )
		{
			player.p.playerInputAxisEventCallbacks.remove( i )
			break //Can break since we shouldn't have more than one callbackstruct that's exactly the same
		}
	}

	TurnOffInputCallbacksIfNecessary( player )
}

bool function InputAxisEventCallbackAlreadyExists( entity player, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	foreach( existingStruct in player.p.playerInputAxisEventCallbacks )
	{
		if ( InputAxisCallbackStructsAreTheSame( existingStruct, callbackStruct ) )
			return true
	}

	return false
}

bool function InputAxisCallbackStructsAreTheSame( PlayerInputAxisEventCallbackStruct callbackStruct1, PlayerInputAxisEventCallbackStruct callbackStruct2  ) //Really just a comparison function because == does a compare by reference, not a compare by value
{
	if ( callbackStruct1.horizAxisMinThreshold != callbackStruct2.horizAxisMinThreshold )
		return false

	if ( callbackStruct1.horizAxisMaxThreshold != callbackStruct2.horizAxisMaxThreshold )
		return false

	if ( callbackStruct1.vertAxisMinThreshold != callbackStruct2.vertAxisMinThreshold )
		return false

	if ( callbackStruct1.vertAxisMaxThreshold != callbackStruct2.vertAxisMaxThreshold )
		return false

	if ( callbackStruct1.debounceTime != callbackStruct2.debounceTime )
		return false

	if ( callbackStruct1.callbackFunc != callbackStruct2.callbackFunc )
		return false

	return true
}

bool function ShouldRunPlayerInputAxisCallbackFunc( float horizAxis, float vertAxis, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	if ( horizAxis < callbackStruct.horizAxisMinThreshold )
		return false

	if ( horizAxis > callbackStruct.horizAxisMaxThreshold )
		return false

	if ( vertAxis < callbackStruct.vertAxisMinThreshold )
		return false

	if ( vertAxis > callbackStruct.vertAxisMaxThreshold )
		return false

	if ( Time() < callbackStruct.lastTriggeredTime + callbackStruct.debounceTime )
		return false

	return true

}

bool function IsValidPlayerInputAxisEventCallbackStruct( PlayerInputAxisEventCallbackStruct callbackStruct  )
{
	//Make sure thresholds are within valid ranges
	if ( callbackStruct.horizAxisMinThreshold < -1.0 )
		return false

	if ( callbackStruct.horizAxisMinThreshold > 1.0 )
		return false

	if ( callbackStruct.horizAxisMaxThreshold < -1.0 )
		return false

	if ( callbackStruct.horizAxisMaxThreshold > 1.0 )
		return false

	if ( callbackStruct.vertAxisMinThreshold < -1.0 )
		return false

	if ( callbackStruct.vertAxisMinThreshold > 1.0 )
		return false

	if ( callbackStruct.vertAxisMaxThreshold < 1.0 )
		return false

	if ( callbackStruct.vertAxisMaxThreshold > 1.0 )
		return false

	//Make sure min and maxes are correct relative to each other
	if ( callbackStruct.horizAxisMinThreshold > callbackStruct.horizAxisMaxThreshold )
		return false

	if ( callbackStruct.vertAxisMinThreshold > callbackStruct.vertAxisMaxThreshold )
		return false

	return true
}

void function RunPlayerInputAxisCallbackFunc( entity player, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	bool callbackResult = callbackStruct.callbackFunc( player )
	if ( callbackResult )
	{
		callbackStruct.lastTriggeredTime = Time()

		if ( callbackStruct.debounceTime > 0 )
			thread RunInputAxisCallbackAfterTimePasses( player, callbackStruct ) //Note that this has the potential to call RunPlayerInputAxisCallbackFunc again
	}
}

void function RunInputAxisCallbackAfterTimePasses( entity player, PlayerInputAxisEventCallbackStruct callbackStruct )
{
	player.EndSignal( "OnDeath" )

	wait callbackStruct.debounceTime
	WaitFrame() //Time to wait isn't exact due to floating point precision, so wait an extra frame.


	if ( !IsValid( player ) )
		return

	float horizAxis = player.GetInputAxisRight()
	float vertAxis = player.GetInputAxisForward()

	if ( ShouldRunPlayerInputAxisCallbackFunc( horizAxis, vertAxis, callbackStruct ) )
		RunPlayerInputAxisCallbackFunc( player, callbackStruct ) //Note that this has the potential to call RunInputAxisCallbackAfterTimePasses again
}