Shared: Removal of Game_Input().

This commit is contained in:
Marco Cawthorne 2023-01-11 17:41:49 -08:00
parent 179a95088f
commit 5f011a28dd
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 48 additions and 61 deletions

View File

@ -1,6 +1,5 @@
#includelist
player.qc
input.qc
fx_explosion.qc
fx_spark.qc
fx_blood.qc

View File

@ -1,58 +0,0 @@
/*
* Copyright (c) 2016-2022 Vera Visions LLC.
*
* 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();
pl.impulse = 0;
#endif
if (pl.health <= 0) {
Weapons_Release(pl);
return;
}
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);
}

View File

@ -144,8 +144,54 @@ NSClientPlayer::ProcessInput(void)
veh.PlayerInput();
}
/* weapon/item logic of what the player controls */
Game_Input((player)this);
#ifdef SERVER
CGameRules rules = (CGameRules)g_grMode;
if (rules.m_iIntermission) {
rules.IntermissionEnd();
return;
} else if (IsAlive() == false) {
if (input_buttons & INPUT_BUTTON0)
rules.PlayerRequestRespawn(this);
}
/* handle use button presses */
if (input_buttons & INPUT_BUTTON5)
InputUse_Down();
else
InputUse_Up();
/* handle impulse commands */
rules.ImpulseCommand(this, impulse);
impulse = 0;
#endif
NSVehicle veh = (NSVehicle)vehicle;
bool canfire = true;
/* can't fire in some vehicles */
if (veh)
if (veh.PreventPlayerFire() == true)
canfire = false;
/* can't fire when dead, sorry. */
if (health <= 0)
canfire = false;
if (canfire == false) {
Weapons_Release(this);
return;
}
/* weapon system */
if (input_buttons & INPUT_BUTTON0)
Weapons_Primary(this);
else if (input_buttons & INPUT_BUTTON4)
Weapons_Reload(this);
else if (input_buttons & INPUT_BUTTON3)
Weapons_Secondary(this);
else
Weapons_Release(this);
}
/* this is where it gets mod specific really fast,