INPUT_MELEE_GRAPPLE_ATTACK (0xADEAF48C) fires on every regular F press, not just during a grapple
Context
Wanted to detect when a player attempts a tackle (to show a "blocked" notification
without spamming on every frame). Naive approach: poll IsControlJustPressed on
all the grapple-related inputs.
Trap
INPUT_MELEE_GRAPPLE_ATTACK (0xADEAF48C) reports JustPressed = true on every
single press of the regular melee key (F by default), even when the player is
NOT in a grapple, NOT near a target, and the press is just intended as a
regular punch.
Debug log from a player just punching empty air:
[DEBUG] grapple=false grappleAttack=1 standX=false standY=false
[DEBUG] grapple=false grappleAttack=1 standX=false standY=false
[DEBUG] grapple=false grappleAttack=1 standX=false standY=false
This makes 0xADEAF48C unusable as a "player is attempting a tackle" signal — you get a false positive on every normal melee.
What works
For tackle-intent detection, use only these (verified to NOT fire on plain F):
INPUT_MELEE_GRAPPLE(0x2277FAE9) — the E-key grapple initiationINPUT_MELEE_GRAPPLE_STAND_X(0x8C529858)INPUT_MELEE_GRAPPLE_STAND_Y(0x63BA8F25)
Note: this is about detection, not blocking. To actually prevent the tackle
itself, use _DISABLE_COMBAT_ACTION_AGAINST_OTHERS with ADF_TACKLE (flag 33)
— DisableControlAction on grapple inputs does not stop sprint-tackling.</body>
<parameter name="category">discoveries
Tags: controls, input, melee, grapple, tackle, false-positive
Category: uncategorized
Source: af-antitackle
Created: 2026-05-13T19:09:44.199Z