/* * Copyright (c) 2016-2020 Marco Hladik * * 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) { 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(); } 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 == 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; }