Removal of Game_Input. If need be you can override NSClientPlayer's ProcessInput().

This commit is contained in:
Marco Cawthorne 2023-01-11 17:42:57 -08:00
parent c8bd73b020
commit f5ed927ccf
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 0 additions and 67 deletions

View File

@ -33,5 +33,4 @@ w_machette.qc
w_sodalauncher.qc
weapons.qc
../../../base/src/shared/weapon_common.qc
input.qc
#endlist

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