Shared: Expose INPUT_BUTTON6 and INPUT_BUTTON7 so mods can define some extra movement/weapon inputs for clients.

This commit is contained in:
Marco Cawthorne 2023-01-22 20:06:06 -08:00
parent 46f6bfc1d3
commit 993c2a6ebc
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 18 additions and 8 deletions

View File

@ -286,6 +286,8 @@ struct
int m_iInputReload;
int m_iInputUse;
int m_iInputDuck;
int m_iInputExtra1;
int m_iInputExtra2;
float m_flInputBlockTime;
/* fading */

View File

@ -420,6 +420,14 @@ NSClientPlayer::ClientInputFrame(void)
input_buttons |= INPUT_BUTTON8;
}
if (pSeat->m_iInputExtra1 == TRUE) {
input_buttons |= INPUT_BUTTON6;
}
if (pSeat->m_iInputExtra2 == TRUE) {
input_buttons |= INPUT_BUTTON7;
}
/* The HUD needs more time */
if (pSeat->m_iHUDWeaponSelected) {
if ((input_buttons & INPUT_BUTTON0))

View File

@ -106,14 +106,14 @@ const vector VEC_CHULL_MIN = [-16,-16,-18];
const vector VEC_CHULL_MAX = [16,16,18];
// Actually used by input_button etc.
#define INPUT_BUTTON0 0x00000001
#define INPUT_BUTTON2 0x00000002
#define INPUT_BUTTON3 0x00000004
#define INPUT_BUTTON4 0x00000008
#define INPUT_BUTTON5 0x00000010
#define INPUT_BUTTON6 0x00000020
#define INPUT_BUTTON7 0x00000040
#define INPUT_BUTTON8 0x00000080
#define INPUT_BUTTON0 0x00000001 /* attack 1*/
#define INPUT_BUTTON2 0x00000002 /* jumping */
#define INPUT_BUTTON3 0x00000004 /* attack 2 */
#define INPUT_BUTTON4 0x00000008 /* reload */
#define INPUT_BUTTON5 0x00000010 /* use button */
#define INPUT_BUTTON6 0x00000020 /* reserved */
#define INPUT_BUTTON7 0x00000040 /* reserved */
#define INPUT_BUTTON8 0x00000080 /* crouching */
/* sendflags */
#define UPDATE_ALL 16777215