Merge client/input.qc and server/input.qc into shared/input.qc
This commit is contained in:
parent
01b8baf3d8
commit
5003c05c79
5 changed files with 17 additions and 23 deletions
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@ -20,7 +20,6 @@
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../../../src/gs-entbase/shared.src
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../shared/include.src
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../../../valve/src/client/predict.qc
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init.qc
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../../../valve/src/client/player.qc
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../../../valve/src/client/entities.qc
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@ -31,7 +30,6 @@ init.qc
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../../../valve/src/client/hud.qc
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hud_weaponselect.qc
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../../../valve/src/client/scoreboard.qc
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../../../valve/src/client/input.qc
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../../../base/src/client/modelevent.qc
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../../../src/client/include.src
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@ -17,3 +17,5 @@
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#include "../../../valve/src/server/gamerules.h"
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#include "gamerules_ctf.h"
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#include "../../../valve/src/server/items.h"
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#include "../../../valve/src/server/flashlight.h"
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#include "../../../valve/src/server/player.h"
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@ -15,10 +15,11 @@
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../../../src/gs-entbase/server.src
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../../../src/gs-entbase/shared.src
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../shared/include.src
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defs.h
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../shared/include.src
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../../../valve/src/server/monster_apache.qc
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../../../valve/src/server/monster_alien_controller.qc
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../../../valve/src/server/monster_alien_grunt.qc
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@ -86,7 +87,6 @@ server.qc
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../../../valve/src/server/flashlight.qc
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../../../base/src/server/modelevent.qc
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../../../valve/src/server/input.qc
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../../../valve/src/server/spawn.qc
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../../../src/server/include.src
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@ -43,4 +43,5 @@ w_penguin.qc
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w_shockrifle.qc
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weapons.qc
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../../../valve/src/shared/weapon_common.qc
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input.qc
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#endlist
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@ -17,16 +17,7 @@
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void
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Game_Input(void)
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{
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if (input_buttons & INPUT_BUTTON0) {
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Weapons_Primary();
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} else if (input_buttons & INPUT_BUTTON4) {
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Weapons_Reload();
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} else if (input_buttons & INPUT_BUTTON3) {
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Weapons_Secondary();
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} else {
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Weapons_Release();
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}
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#ifdef SERVER
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if (input_buttons & INPUT_BUTTON5) {
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Player_UseDown();
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} else {
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@ -68,16 +59,18 @@ Game_Input(void)
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Weapons_AddItem(pl, WEAPON_SNIPERRIFLE, -1);
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Weapons_AddItem(pl, WEAPON_DISPLACER, -1);
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}
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if (self.impulse == 102) {
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// Respawn all the entities
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for (entity a = world; (a = findfloat(a, g::identity, 1));) {
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CBaseEntity caw = (CBaseEntity)a;
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caw.Respawn();
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}
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bprint(PRINT_HIGH, "Respawning all map entities...\n");
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}
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}
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self.impulse = 0;
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#endif
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if (input_buttons & INPUT_BUTTON0) {
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Weapons_Primary();
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} else if (input_buttons & INPUT_BUTTON4) {
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Weapons_Reload();
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} else if (input_buttons & INPUT_BUTTON3) {
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Weapons_Secondary();
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} else {
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Weapons_Release();
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}
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}
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