struct SKinRailState { bool bAttached; bool bCommited; int nGripId; int nRailId; KIN_GRIP_TYPE eGripType; SKinRailStateAnalogStick analogState; SKinRailStateArc arcState; SKinRailStateGearShift gearShiftState; SKinRailStateHoverTime hovertimeState; };
IInput.h
SKinRailStateAnalogStick analogState;
SKinRailStateArc arcState;
bool bAttached;
True if playes is going over this grip
bool bCommited;
True if the player has committed in going on a certain rail (check the rail id)
KIN_GRIP_TYPE eGripType;
Use this enum to see which struct you need to check. Other data will be invalid
SKinRailStateGearShift gearShiftState;
SKinRailStateHoverTime hovertimeState;
int nGripId;
int nRailId;
SKinRailState();