/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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 (pl.impulse == 100) Flashlight_Toggle(); if (cvar("sv_cheats") == 1) { if (pl.impulse == 101) { pl.health = 100; pl.armor = 100; pl.g_items |= ITEM_SUIT; Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_GLOCK, -1); Weapons_AddItem(pl, WEAPON_PYTHON, -1); Weapons_AddItem(pl, WEAPON_MP5, -1); Weapons_AddItem(pl, WEAPON_SHOTGUN, -1); Weapons_AddItem(pl, WEAPON_CROSSBOW, -1); Weapons_AddItem(pl, WEAPON_RPG, -1); Weapons_AddItem(pl, WEAPON_GAUSS, -1); Weapons_AddItem(pl, WEAPON_EGON, -1); Weapons_AddItem(pl, WEAPON_HORNETGUN, -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); pl.ammo_m203_grenade = 10; #ifdef GEARBOX Weapons_AddItem(pl, WEAPON_PIPEWRENCH, -1); Weapons_AddItem(pl, WEAPON_KNIFE, -1); Weapons_AddItem(pl, WEAPON_GRAPPLE, -1); Weapons_AddItem(pl, WEAPON_EAGLE, -1); Weapons_AddItem(pl, WEAPON_PENGUIN, -1); Weapons_AddItem(pl, WEAPON_M249, -1); Weapons_AddItem(pl, WEAPON_DISPLACER, -1); Weapons_AddItem(pl, WEAPON_SNIPERRIFLE, -1); Weapons_AddItem(pl, WEAPON_SPORELAUNCHER, -1); Weapons_AddItem(pl, WEAPON_SHOCKRIFLE, -1); #endif } } pl.impulse = 0; #endif NSVehicle veh = (NSVehicle)pl.vehicle; bool canfire = true; if (veh) if (veh.PreventPlayerFire() == true) canfire = false; if (canfire == false) return; 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); }