

This.addCommand("advanceUserTimeOffset", this._advanceTimeOffsetForUser, ParamType.TEXT, DebugChannel.DEFAULT, "Advances user time number of seconds from current offset. Can go backwards, but only if you\'re already in the future.") This.addCommand("advanceTimeOffset", this._advanceTimeOffset, ParamType.TEXT, DebugChannel.DEFAULT, "Advances server time number of seconds from current offset. This.addCommand("resetDailyMessageTimestamp", this._resetDailyMessageTimestamp, ParamType.NONE, DebugChannel.DEFAULT, "Clears the timestamp stored for seeing the daily message alert") This.addCommand("addAsVeteran", this._addAsVeteran, ParamType.NONE, DebugChannel.DEFAULT, "Adds this user to the veteran\'s table") This.addCommand("deleteCache", leteCache, ParamType.NONE, DebugChannel.DEFAULT, "Deletes all the files from the resource cache") This.addCommand("toggleDrawFrameRate", UtilityDebug.toggleDrawFrameRate, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables drawing the frame rate") This.addCommand("toggleFPSSnapshot", UtilityDebug.toggleFPSSnapshot, ParamType.BOOL, DebugChannel.DEFAULT, "Begins/stops fps snapshot capture.")

This.addCommand("toggleMemoryMetricsDisplay", UtilityDebug.toggleMemoryMetricsDisplay, ParamType.BOOL, DebugChannel.DEFAULT, "Enables/disables memory metrics display") This.addCommand("dumpPerformanceMetrics", UtilityDebug.dumpPerformanceMetrics, ParamType.NONE, DebugChannel.DEFAULT) This.addCommand("dumpMemoryMetrics", UtilityDebug.dumpMemoryMetrics, ParamType.NONE, DebugChannel.DEFAULT)

This.addCommand("Show Live Events", this._showLiveEvents, ParamType.NONE, DebugChannel.DEFAULT) This.addCommand("enterExhibition", this._enterExhibition, ParamType.NONE, DebugChannel.DEFAULT) This.addCommand("enableCpuBotType", tCpuBotType, ParamType.BOOL, DebugChannel.DEFAULT) In the swf file, text to a debug mode can be found but cannot be enabled.Ĭommands private function _setupCommands() : void Public function DebugCommand(param1:String, param2:Function, param3:Function, param4:int, param5:int, param6:ParamType = null, param7:DebugChannel = null, param8:String = "", param9:Boolean = false, param10:Class = null) The Blast virtual key names can be found in file "Key.cpp" Format must be: virtualKeyName = char,shift,alt,ctrl,fn Encode any non-ASCII characters using the 16-bits char C++ notation. list, if the key represents a number, it must be first, then letters and finally If a value is not defined, the field can be empty, tail values can be ommited. fn The list of character associated with the key when the fn key is pressed. ctrl: The list of character associated with the key when the ctrl key is pressed. alt: The list of character associated with the key when the alt key is pressed. shift: The list of character associated with the key when the shift key is pressed. char: The list of character associated with the key. data is used for text edition if the OS does not provide proper support. It is possible to embeds meta data associated with a virtual key. Blast virtual keys meta data for text edition and game help text.
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3242 = kLetterA Key code sent when keys 'Shift' and 'A' are pressed. 4328 = kLetterA Key code sent when key 'A, is released. 8234 = kLetterA Key code sent when key 'A' is pressed. Format must be: ke圜odeValue = virtualKeyName for the pressed state is different than the keycode sent for the release state. differents key code if the modifier keys are pressed or if the keycode sent Multiple key codes can map to the same VK. such case, Blast has to provide the correct mapping. QWERTY keyboards and the letters do not have any OS virtual key mapping. example, J2ME only defines few numpad virtual keys. Some devices provides extra-keys that do not map to any OS virtual key code. Maps OS key codes to Blast virtual keys for extra keys not normalized by the OS. The Blast virtual key names can be found in header file "Key.h" This page is rather stubbly and could use some expansion.Īre you a bad enough dude to rescue this article?
