Difference between revisions of "IsInMenuMode - Utility"

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== Notes ==
== Notes ==
*Dialogue, because the game isn't paused, will not put the game into "menu mode". This state appears to be undetectable by any simple means, but possibly may be worked around with things like [[IsTalking]][[IsInDialogueWithPlayer_-_ObjectReference|IsInDialogueWithPlayer]], etc.
*Dialogue, because the game isn't paused, will not put the game into "menu mode". This state appears to be undetectable by any simple means, but possibly may be worked around with things like [[IsTalking]], [[IsInDialogueWithPlayer_-_ObjectReference|IsInDialogueWithPlayer]], etc.
*Crafting happens in game mode, use [[IsFurnitureInUse - ObjectReference]] to determine if the player is currently in a crafting menu.
*Crafting happens in game mode, use [[IsFurnitureInUse - ObjectReference]] to determine if the player is currently in a crafting menu.



Latest revision as of 20:25, 14 February 2012

Member of: Utility Script

Obtains whether the game is currently in "menu mode" or not. Menu mode is basically defined as whenever the game is paused, usually because some menu is showing. Dialogue does not pause the game, and so does not put the game into "menu mode".

Syntax[edit | edit source]

bool Function IsInMenuMode() native

Parameters[edit | edit source]

None.

Return Value[edit | edit source]

Whether the game is currently in "menu mode" or not.

Examples[edit | edit source]

if (!Utility.IsInMenuMode())
  ; do game stuff! we aren't in a menu
endIf

Notes[edit | edit source]

  • Dialogue, because the game isn't paused, will not put the game into "menu mode". This state appears to be undetectable by any simple means, but possibly may be worked around with things like IsTalking, IsInDialogueWithPlayer, etc.
  • Crafting happens in game mode, use IsFurnitureInUse - ObjectReference to determine if the player is currently in a crafting menu.

See Also[edit | edit source]