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Requires the input permission in your manifest:
The Input module lets you simulate keyboard and mouse actions and read the current game input state. Mouse movements, key presses, and button clicks are injected at the engine level.

Overview

Actions

Simulate mouse movement, key presses, and mouse clicks.

Game state

Read-only cached input state — view angles, movement, mouse delta.

Actions

Input.moveMouse


Applies a raw mouse delta. Values are in pixels.
number
required
Horizontal delta (positive = right).
number
required
Vertical delta (positive = down).

Input.moveToAngle


Converts a target angle into the appropriate mouse delta using the current sensitivity settings, then applies it.
number
required
Target pitch (vertical angle).
number
required
Target yaw (horizontal angle).
Or pass a QAngle directly:
QAngle
required
Target angle.

Input.keyDown


Holds down a key by its virtual key code.
number
required
Virtual key code (e.g. 0x57 for W).

Input.keyUp


Releases a previously held key.
number
required
Virtual key code.

Input.keyPress


Performs a full key press — down followed by up.
number
required
Virtual key code.

Input.mouseDown


Holds down a mouse button.
number
default:"0"
Mouse button index (0 = left, 1 = right, 2 = middle).

Input.mouseUp


Releases a mouse button.
number
default:"0"
Mouse button index.

Input.mouseClick


Performs a full mouse click — down followed by up.
number
default:"0"
Mouse button index.

Input.isKeyDown


Returns the current state of a key.
number
required
Virtual key code.

Game state

Input.state exposes read-only, per-frame cached input values from the engine. All properties are updated automatically each tick.