{{EventTable|1=EVENT_PROCESSINPUT|2=player that executed the input|3=[[i|player->i]]|4=0 values}}
...led when the game processes input from the player, before any of the other input events.
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[[Category:Input manipulation]]
[[Category:Gamevar manipulation]]
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[[Category:Input manipulation]]
[[Category:Gamevar manipulation]]
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[[Category:Input manipulation]]
[[Category:Gamevar manipulation]]
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[[Category:Input manipulation]]
[[Category:Gamevar manipulation]]
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* If the gamefunc is bound to a keyboard input, the string will be enclosed in square brackets: <code>"[%s]"</code>
* If the gamefunc is bound to a mouse, joystick or gamepad input, the string will be enclosed in round brackets: <code>"(%s)"</code>
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...ilar to [[undefinecheat]], allows the CON coder to remove the various game input functions from being bound. Functions are in the same order as they appear
{{Input keys}}
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...imilar to [[definequote]], allows the CON coder to rename the various game input functions. Note that the name of the function should contain underscores _
{{Input keys}}
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{{Input keys}}
[[Category:String manipulation]]
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...]>. If no sprite within range is found, the [[gamevar]] is set to -1. The input for <[[tile number]]> may be its tile number (example: 2000) or its defined
[[Category:Sprite manipulation]]
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See also: [[:Category:Event manipulation|Event Manipulation]].
Player input-based events
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====Use and manipulation====
The '''input''' structure holds data about what game-defined control functions are being
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