Merge client/input.qc and server/input.qc into shared/input.qc for reasons
regarding prediction.
This commit is contained in:
parent
bdfd613daa
commit
9c4f63ccf2
8 changed files with 25 additions and 36 deletions
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@ -19,7 +19,6 @@ defs.h
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../../../src/gs-entbase/shared.src
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../shared/include.src
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predict.qc
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init.qc
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player.qc
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entities.qc
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@ -30,7 +29,6 @@ obituary.qc
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hud.qc
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hud_weaponselect.qc
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scoreboard.qc
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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 "items.h"
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#include "flashlight.h"
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#include "player.h"
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@ -14,12 +14,4 @@
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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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GamePredict_PreFrame(player pl)
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{
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}
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void
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GamePredict_PostFrame(player pl)
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{
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}
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void Flashlight_Toggle(void);
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@ -14,16 +14,5 @@
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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(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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}
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void Player_UseDown(void);
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void Player_UseUp(void);
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@ -14,10 +14,11 @@
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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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monster_apache.qc
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monster_alien_controller.qc
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monster_alien_grunt.qc
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@ -81,7 +82,6 @@ rules.qc
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flashlight.qc
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../../../base/src/server/modelevent.qc
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input.qc
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spawn.qc
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../../../src/server/include.src
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@ -33,4 +33,5 @@ w_snark.qc
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w_tripmine.qc
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weapons.qc
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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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@ -105,4 +96,15 @@ 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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@ -40,6 +40,11 @@ typedef struct
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void(int, vector, float) hudpic;
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} weapon_t;
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void Weapons_Primary(void);
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void Weapons_Secondary(void);
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void Weapons_Reload(void);
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void Weapons_Release(void);
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float Weapons_GetAim(int);
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void Weapons_Reload(void);
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void Weapons_DrawCrosshair(void);
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