mirror of
https://github.com/ENSL/NS.git
synced 2024-12-02 01:02:09 +00:00
99c40ae09e
- Shotgun rework. Previously inconsistent shooting during reloads and desynced animations with server. -- Shotgun reload can now be interrupted with a pump animation -- Changed pellets 10 -> 17 and damage 17-> 10 to reduce inconsistency - Networked ammo - Client and server dll consistency checks added - Backwards compatibility check for v3.2 servers to prevent prediction errors (popular demand) - Players can change lifeform and use popupmenu in pregame warmup - Fixed guns getting stuck in the air - Reverted max speed to not be client cvar adjustable, fixing walk speed issues - Added cl_mutemenu for players accidentally clicking on the scoreboard and going into squelch mode - Removed default_fov as it did nothing but change sensitivty - Fixed commander view scrolling keybinds - cl_showspeed now works in readyroom and spectate
69 lines
1.9 KiB
C++
69 lines
1.9 KiB
C++
#ifndef AVHSCROLLHANDLER_H
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#define AVHSCROLLHANDLER_H
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//@2014 added these two headers
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#include <VGUI_KeyCode.h>
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#include <VGUI_MouseCode.h>
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#include <VGUI_InputSignal.h>
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using namespace vgui;
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class AvHScrollHandler : public InputSignal
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{
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public:
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AvHScrollHandler();
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int GetXScroll() const;
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int GetYScroll() const;
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int GetZScroll() const;
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int GetMouseX() const;
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int GetMouseY() const;
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bool GetMouseOneDown() const;
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bool GetMouseTwoDown() const;
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static void ClearScrollHeight();
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////Key scrolling now handled in input.cpp
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//static void KeyScrollLeft();
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//static void KeyScrollRight();
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//static void KeyScrollUp();
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//static void KeyScrollDown();
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//static void KeyScrollLeftStop();
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//static void KeyScrollRightStop();
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//static void KeyScrollUpStop();
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//static void KeyScrollDownStop();
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static void ScrollLeft();
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static void ScrollRight();
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static void ScrollUp();
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static void ScrollDown();
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static void ScrollHeightUp();
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static void ScrollHeightDown();
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static void StopScroll();
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virtual void cursorMoved(int x,int y,Panel* panel);
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virtual void cursorEntered(Panel* panel) {}
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virtual void cursorExited(Panel* panel) {}
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virtual void mousePressed(MouseCode code,Panel* panel);
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virtual void mouseDoublePressed(MouseCode code,Panel* panel) {}
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virtual void mouseReleased(MouseCode code,Panel* panel);
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virtual void mouseWheeled(int delta,Panel* panel);
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virtual void keyPressed(KeyCode code,Panel* panel);
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virtual void keyTyped(KeyCode code,Panel* panel) {}
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virtual void keyReleased(KeyCode code,Panel* panel) {}
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virtual void keyFocusTicked(Panel* panel) {}
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private:
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static int sScrollX;
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static int sScrollY;
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static int sScrollZ;
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static int sLastMouseX;
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static int sLastMouseY;
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static int sLastMouseDownX;
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static int sLastMouseDownY;
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static int sLastMouseUpX;
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static int sLastMouseUpY;
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static bool sMouseOneDown;
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static bool sMouseTwoDown;
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static int sKeyDown;
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};
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#endif
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