hunger/src/shared/input.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <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(void)
{
#ifdef SERVER
CGameRules rules = (CGameRules)g_grMode;
if (rules.m_iIntermission) {
rules.IntermissionEnd();
return;
}
if (input_buttons & INPUT_BUTTON5)
Player_UseDown();
else
Player_UseUp();
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_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SHOVEL, -1);
Weapons_AddItem(pl, WEAPON_SPANNER, -1);
Weapons_AddItem(pl, WEAPON_GLOCK, -1);
Weapons_AddItem(pl, WEAPON_PYTHON, -1);
Weapons_AddItem(pl, WEAPON_AP9, -1);
Weapons_AddItem(pl, WEAPON_TAURUS, -1);
Weapons_AddItem(pl, WEAPON_MP5, -1);
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
Weapons_AddItem(pl, WEAPON_CROSSBOW, -1);
Weapons_AddItem(pl, WEAPON_SNIPER, -1);
Weapons_AddItem(pl, WEAPON_SNIPER2, -1);
Weapons_AddItem(pl, WEAPON_RPG, -1);
Weapons_AddItem(pl, WEAPON_GAUSS, -1);
Weapons_AddItem(pl, WEAPON_EGON, -1);
Weapons_AddItem(pl, WEAPON_CHAINGUN, -1);
Weapons_AddItem(pl, WEAPON_HANDGRENADE, -1);
Weapons_AddItem(pl, WEAPON_SATCHEL, -1);
Weapons_AddItem(pl, WEAPON_TRIPMINE, -1);
Weapons_AddItem(pl, WEAPON_SNARK, -1);
Weapons_AddItem(pl, WEAPON_MEDKIT, -1);
}
}
self.impulse = 0;
#endif
if (input_buttons & INPUT_BUTTON0)
Weapons_Primary();
else if (input_buttons & INPUT_BUTTON4)
Weapons_Reload();
else if (input_buttons & INPUT_BUTTON3)
Weapons_Secondary();
else
Weapons_Release();
}