Merge client/input.qc and server/input.qc into shared/input.qc

This commit is contained in:
Marco Cawthorne 2021-03-13 15:33:13 +01:00
parent 4c12b298dc
commit c227b5e717
6 changed files with 17 additions and 31 deletions

View File

@ -60,10 +60,4 @@ ClientGame_RendererRestart(string rstr)
precache_model("sprites/tfchud05.spr");
precache_model("sprites/tfchud06.spr");
precache_model("sprites/tfchud07.spr");
precache_model("sprites/chainsaw.spr");
precache_model("sprites/hammer.spr");
precache_model("sprites/w_cannon.spr");
BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");
}

View File

@ -19,7 +19,6 @@
../../../src/gs-entbase/shared.src
../shared/include.src
../../../valve/src/client/predict.qc
init.qc
../../../valve/src/client/player.qc
entities.qc
@ -30,7 +29,6 @@ entities.qc
../../../valve/src/client/hud.qc
../../../valve/src/client/hud_weaponselect.qc
../../../valve/src/client/scoreboard.qc
../../../valve/src/client/input.qc
../../../base/src/client/modelevent.qc
../../../src/client/include.src

View File

@ -16,3 +16,5 @@
#include "gamerules.h"
#include "../../../valve/src/server/items.h"
#include "../../../valve/src/server/player.h"
#include "../../../valve/src/server/flashlight.h"

View File

@ -15,10 +15,11 @@
../../../src/gs-entbase/server.src
../../../src/gs-entbase/shared.src
../shared/include.src
defs.h
../shared/include.src
../../../valve/src/server/player.qc
../../../valve/src/server/spectator.qc
@ -37,7 +38,6 @@ server.qc
../../../src/botlib/include.src
input.qc
spawn.qc
../../../src/server/include.src

View File

@ -38,4 +38,5 @@ w_umbrella.qc
w_wrench.qc
weapons.qc
../../../valve/src/shared/weapon_common.qc
input.qc
#endlist

View File

@ -17,16 +17,7 @@
void
Game_Input(void)
{
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();
}
#ifdef SERVER
if (input_buttons & INPUT_BUTTON5) {
Player_UseDown();
} else {
@ -37,17 +28,17 @@ Game_Input(void)
Flashlight_Toggle();
}
if (cvar("sv_cheats") == 1) {
player pl = (player)self;
if (self.impulse == 102) {
// Respawn all the entities
for (entity a = world; (a = findfloat(a, ::identity, 1));) {
CBaseEntity caw = (CBaseEntity)a;
caw.Respawn();
}
bprint(PRINT_HIGH, "Respawning all map entities...\n");
}
}
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();
}
}