nuclide/cstrike/src/server/input.qc

94 lines
2.8 KiB
Plaintext

/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* 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)
{
CGameRules rules = (CGameRules)g_grMode;
if (rules.m_iIntermission) {
rules.IntermissionEnd();
return;
}
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 == 101) {
pl.health = 100;
pl.armor = 100;
Weapons_AddItem(pl, WEAPON_M3, -1);
Weapons_AddItem(pl, WEAPON_XM1014, -1);
Weapons_AddItem(pl, WEAPON_MP5, -1);
Weapons_AddItem(pl, WEAPON_P90, -1);
Weapons_AddItem(pl, WEAPON_UMP45, -1);
Weapons_AddItem(pl, WEAPON_MAC10, -1);
Weapons_AddItem(pl, WEAPON_TMP, -1);
Weapons_AddItem(pl, WEAPON_AK47, -1);
Weapons_AddItem(pl, WEAPON_SG552, -1);
Weapons_AddItem(pl, WEAPON_M4A1, -1);
Weapons_AddItem(pl, WEAPON_AUG, -1);
Weapons_AddItem(pl, WEAPON_SCOUT, -1);
Weapons_AddItem(pl, WEAPON_AWP, -1);
Weapons_AddItem(pl, WEAPON_G3SG1, -1);
Weapons_AddItem(pl, WEAPON_SG550, -1);
Weapons_AddItem(pl, WEAPON_PARA, -1);
Weapons_AddItem(pl, WEAPON_C4BOMB, -1);
Weapons_AddItem(pl, WEAPON_FLASHBANG, -1);
Weapons_AddItem(pl, WEAPON_HEGRENADE, -1);
Weapons_AddItem(pl, WEAPON_SMOKEGRENADE, -1);
Weapons_AddItem(pl, WEAPON_USP45, -1);
Weapons_AddItem(pl, WEAPON_GLOCK18, -1);
Weapons_AddItem(pl, WEAPON_DEAGLE, -1);
Weapons_AddItem(pl, WEAPON_P228, -1);
Weapons_AddItem(pl, WEAPON_ELITES, -1);
Weapons_AddItem(pl, WEAPON_FIVESEVEN, -1);
Weapons_AddItem(pl, WEAPON_KNIFE, -1);
}
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;
}