Removal of Game_Input. If need be you can override NSClientPlayer's ProcessInput().
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@ -33,5 +33,4 @@ w_machette.qc
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w_sodalauncher.qc
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weapons.qc
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../../../base/src/shared/weapon_common.qc
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input.qc
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#endlist
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@ -1,66 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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Game_Input(player pl)
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{
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#ifdef SERVER
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CGameRules rules = (CGameRules)g_grMode;
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if (rules.m_iIntermission) {
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rules.IntermissionEnd();
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return;
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}
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if (input_buttons & INPUT_BUTTON5)
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pl.InputUse_Down();
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else
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pl.InputUse_Up();
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if (self.impulse == 100)
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Flashlight_Toggle();
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if (cvar("sv_cheats") == 1) {
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player pl = (player)self;
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if (self.impulse == 101) {
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pl.health = 100;
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pl.armor = 100;
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pl.g_items |= ITEM_SUIT;
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Weapons_AddItem(pl, WEAPON_BROOM, -1);
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Weapons_AddItem(pl, WEAPON_FORKS, -1);
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Weapons_AddItem(pl, WEAPON_FRYINGPAN, -1);
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/* Weapons_AddItem(pl, WEAPON_GLOVE, -1); */
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Weapons_AddItem(pl, WEAPON_HAIRSPRAY, -1);
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Weapons_AddItem(pl, WEAPON_KNIFE, -1);
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Weapons_AddItem(pl, WEAPON_LEGO, -1);
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Weapons_AddItem(pl, WEAPON_LEGOLAUNCHER, -1);
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Weapons_AddItem(pl, WEAPON_MACHETTE, -1);
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Weapons_AddItem(pl, WEAPON_SODALAUNCHER, -1);
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}
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}
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self.impulse = 0;
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#endif
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if (input_buttons & INPUT_BUTTON0)
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Weapons_Primary(pl);
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else if (input_buttons & INPUT_BUTTON4)
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Weapons_Reload(pl);
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else if (input_buttons & INPUT_BUTTON3)
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Weapons_Secondary(pl);
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else
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Weapons_Release(pl);
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}
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