NS/main/source/mod/AvHScrollHandler.h
pierow 99c40ae09e v3.2.3 features and fixes.
- 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
2021-02-05 16:18:16 -05:00

69 lines
1.9 KiB
C++

#ifndef AVHSCROLLHANDLER_H
#define AVHSCROLLHANDLER_H
//@2014 added these two headers
#include <VGUI_KeyCode.h>
#include <VGUI_MouseCode.h>
#include <VGUI_InputSignal.h>
using namespace vgui;
class AvHScrollHandler : public InputSignal
{
public:
AvHScrollHandler();
int GetXScroll() const;
int GetYScroll() const;
int GetZScroll() const;
int GetMouseX() const;
int GetMouseY() const;
bool GetMouseOneDown() const;
bool GetMouseTwoDown() const;
static void ClearScrollHeight();
////Key scrolling now handled in input.cpp
//static void KeyScrollLeft();
//static void KeyScrollRight();
//static void KeyScrollUp();
//static void KeyScrollDown();
//static void KeyScrollLeftStop();
//static void KeyScrollRightStop();
//static void KeyScrollUpStop();
//static void KeyScrollDownStop();
static void ScrollLeft();
static void ScrollRight();
static void ScrollUp();
static void ScrollDown();
static void ScrollHeightUp();
static void ScrollHeightDown();
static void StopScroll();
virtual void cursorMoved(int x,int y,Panel* panel);
virtual void cursorEntered(Panel* panel) {}
virtual void cursorExited(Panel* panel) {}
virtual void mousePressed(MouseCode code,Panel* panel);
virtual void mouseDoublePressed(MouseCode code,Panel* panel) {}
virtual void mouseReleased(MouseCode code,Panel* panel);
virtual void mouseWheeled(int delta,Panel* panel);
virtual void keyPressed(KeyCode code,Panel* panel);
virtual void keyTyped(KeyCode code,Panel* panel) {}
virtual void keyReleased(KeyCode code,Panel* panel) {}
virtual void keyFocusTicked(Panel* panel) {}
private:
static int sScrollX;
static int sScrollY;
static int sScrollZ;
static int sLastMouseX;
static int sLastMouseY;
static int sLastMouseDownX;
static int sLastMouseDownY;
static int sLastMouseUpX;
static int sLastMouseUpY;
static bool sMouseOneDown;
static bool sMouseTwoDown;
static int sKeyDown;
};
#endif