Merge client/input.qc and server/input.qc into shared/input.qc
This commit is contained in:
parent
4db204411d
commit
653405e507
5 changed files with 17 additions and 18 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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entities.qc
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@ -31,7 +30,6 @@ obituary.qc
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hud.qc
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../../../valve/src/client/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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@ -16,3 +16,5 @@
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#include "gamerules.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_scientist_dead.qc
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../../../valve/src/server/player.qc
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@ -43,8 +44,6 @@ server.qc
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../../../valve/src/server/flashlight.qc
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../../../base/src/server/modelevent.qc
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input.qc
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../../../valve/src/server/spawn.qc
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../../../src/server/include.src
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@ -33,4 +33,5 @@ w_machette.qc
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w_sodalauncher.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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@ -23,6 +23,7 @@ Handles impulse and whatnot
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*/
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void Game_Input(void)
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{
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#ifdef SERVER
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CGameRules rules = (CGameRules)g_grMode;
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if (rules.m_iIntermission) {
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@ -30,16 +31,6 @@ void Game_Input(void)
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return;
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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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if (input_buttons & INPUT_BUTTON5) {
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Player_UseDown();
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} else {
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@ -49,9 +40,6 @@ void Game_Input(void)
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if (self.impulse == 100) {
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Flashlight_Toggle();
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}
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if (self.impulse == 240)
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Bot_AddQuick();
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/* Uncomment rune weapons if you desire */
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if (cvar("sv_cheats") == 1) {
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@ -74,4 +62,15 @@ void Game_Input(void)
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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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