Knowledge from the fieldRedM

INPUT_MELEE_GRAPPLE_ATTACK (0xADEAF48C) fires on every regular F press, not just during a grapple

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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 initiation
  • INPUT_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

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