Removal of Game_Input which has been made obsolete.
This commit is contained in:
parent
25315e3eb0
commit
9f6a4bfbfa
5 changed files with 160 additions and 66 deletions
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@ -147,3 +147,26 @@ HLGameRules::PlayerKill(NSClientPlayer pp)
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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void
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TriggerFlashlight(NSClient target)
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{
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entity oldself = self;
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self = target;
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Flashlight_Toggle();
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self = oldself;
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}
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bool
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HLGameRules::ImpulseCommand(NSClient bp, float num)
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{
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switch (num) {
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case 100:
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TriggerFlashlight(bp);
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break;
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default:
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return super::ImpulseCommand(bp, num);
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}
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return true;
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}
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135
src/server/gamerules_singleplayer.qc
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135
src/server/gamerules_singleplayer.qc
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@ -0,0 +1,135 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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bool
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HLSingleplayerRules::IsMultiplayer(void)
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{
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return false;
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}
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void
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HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = pl.weapon = 0;
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pl.health = 0;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (cvar("coop") == 1) {
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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}
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if (pl.health < -50) {
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FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
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}
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/* Let's handle corpses on the clientside */
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entity corpse = spawn();
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setorigin(corpse, pl.origin + [0,0,32]);
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setmodel(corpse, pl.model);
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setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
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corpse.movetype = MOVETYPE_TOSS;
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corpse.solid = SOLID_TRIGGER;
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corpse.modelindex = pl.modelindex;
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corpse.frame = ANIM_DIESIMPLE;
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corpse.angles = pl.angles;
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corpse.velocity = pl.velocity;
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}
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void
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HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
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{
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.SetSolid(SOLID_SLIDEBOX);
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pl.SetMovetype(MOVETYPE_WALK);
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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if (cvar("coop") == 1) {
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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//pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* this is where the mods want to deviate */
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entity spot;
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if (startspot != "") {
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dprint(sprintf("^3Gamerules_Spawn^7: Startspot is %s\n", startspot));
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LevelDecodeParms(pl);
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setorigin(pl, Landmark_GetSpot());
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} else {
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LevelNewParms();
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spot = find(world, ::classname, "info_player_start");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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}
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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bool
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HLSingleplayerRules::ImpulseCommand(NSClient bp, float num)
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{
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switch (num) {
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case 101:
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player pl = (player)bp;
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pl.health = 100;
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pl.armor = 100;
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Weapons_AddItem(pl, WEAPON_FISTS, -1);
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Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
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Weapons_AddItem(pl, WEAPON_BEAMGUN, -1);
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Weapons_AddItem(pl, WEAPON_CHEMICALGUN, -1);
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Weapons_AddItem(pl, WEAPON_DML, -1);
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Weapons_AddItem(pl, WEAPON_MINIGUN, -1);
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Weapons_AddItem(pl, WEAPON_AICORE, -1);
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Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
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Weapons_AddItem(pl, WEAPON_GRENADE, -1);
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break;
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default:
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return super::ImpulseCommand(bp, num);
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}
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return true;
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}
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@ -102,7 +102,7 @@ player_giveitems.qc
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../../../src/botlib/include.src
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gamerules.qc
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../../../valve/src/server/gamerules_singleplayer.qc
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gamerules_singleplayer.qc
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gamerules_multiplayer.qc
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../../../valve/src/server/server.qc
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@ -29,5 +29,4 @@ w_minigun.qc
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w_aicore.qc
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weapons.qc
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../../../base/src/shared/weapon_common.qc
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input.qc
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#endlist
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@ -1,63 +0,0 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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void
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Game_Input(player pl)
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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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rules.IntermissionEnd();
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return;
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}
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if (input_buttons & INPUT_BUTTON5)
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pl.InputUse_Down();
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else
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pl.InputUse_Up();
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if (pl.impulse == 100)
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Flashlight_Toggle();
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if (cvar("sv_cheats") == 1) {
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if (pl.impulse == 101) {
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pl.health = 100;
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pl.armor = 100;
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Weapons_AddItem(pl, WEAPON_FISTS, -1);
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Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
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Weapons_AddItem(pl, WEAPON_BEAMGUN, -1);
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Weapons_AddItem(pl, WEAPON_CHEMICALGUN, -1);
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Weapons_AddItem(pl, WEAPON_DML, -1);
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Weapons_AddItem(pl, WEAPON_MINIGUN, -1);
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Weapons_AddItem(pl, WEAPON_AICORE, -1);
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Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
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Weapons_AddItem(pl, WEAPON_GRENADE, -1);
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}
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}
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pl.impulse = 0;
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#endif
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if (input_buttons & INPUT_BUTTON0)
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Weapons_Primary(pl);
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else if (input_buttons & INPUT_BUTTON4)
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Weapons_Reload(pl);
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else if (input_buttons & INPUT_BUTTON3)
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Weapons_Secondary(pl);
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else
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Weapons_Release(pl);
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}
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