mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 14:42:13 +00:00
couple of compile fixes.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4130 fc73d0e0-1445-4013-8a0c-d673dee63da5
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e31ebac4cb
commit
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7 changed files with 35 additions and 125 deletions
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@ -908,7 +908,7 @@ ifneq ($(shell echo $(FTE_TARGET)|grep macosx),)
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endif
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GL_LDFLAGS=-framework AGL -framework OpenGL -framework Cocoa -framework AudioUnit -lz -lpng -ljpeg
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GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) gl_vidcocoa.mo gl_vidmacos.o sys_linux.o in_macos.o cd_null.o snd_macos.o
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GLCL_OBJS=$(GL_OBJS) $(D3DGL_OBJS) $(GLQUAKE_OBJS) gl_vidcocoa.mo gl_vidmacos.o sys_linux.o cd_null.o snd_macos.o
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GL_EXE_NAME=../macosx_fteqw.gl$(EXTENSION)$(BITS)
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GLCL_EXE_NAME=../macosx_fteqwcl.gl$(EXTENSION)$(BITS)
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@ -1,104 +0,0 @@
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/*
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Copyright (C) 2001-2002 A Nourai
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Copyright (C) 2006 Jacek Piszczek (Mac OSX port)
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the included (GNU.txt) GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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float mouse_x,mouse_y;
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float old_mouse_x,old_mouse_y;
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cvar_t m_filter = SCVARF("m_filter", "1", CVAR_ARCHIVE);
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void IN_Init (void)
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{
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Cvar_Register (&m_filter, "input values");
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}
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void IN_ReInit(void)
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{
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}
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void IN_Shutdown (void)
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{
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}
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void IN_Commands (void)
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{
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}
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// oportunity for devices to stick commands on the script buffer
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void IN_ModeChanged (void)
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{
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}
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// called whenever screen dimensions change
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void IN_Move (float *movements, int pnum)
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{
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float tx, ty, filterfrac;
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#ifdef PEXT_CSQC
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if (CSQC_MouseMove(mouse_x, mouse_y, 0))
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{
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mouse_x = 0;
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mouse_y = 0;
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}
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#endif
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tx = mouse_x;
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ty = mouse_y;
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if (m_filter.value)
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{
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filterfrac = bound(0, m_filter.value, 1) / 2.0;
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mouse_x = (tx * (1 - filterfrac) + old_mouse_x * filterfrac);
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mouse_y = (ty * (1 - filterfrac) + old_mouse_y * filterfrac);
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}
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old_mouse_x = tx;
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old_mouse_y = ty;
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mouse_x *= sensitivity.value;
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mouse_y *= sensitivity.value;
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if ((in_strafe.state[pnum] & 1) || (lookstrafe.value && in_mlook.state[pnum]))
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{
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movements[1] += m_side.value * mouse_x;
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}
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else
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{
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cl.playerview[pnum].viewanglechange[YAW] -= m_yaw.value * mouse_x;
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}
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if (in_mlook.state[pnum])
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V_StopPitchDrift(pnum);
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if (in_mlook.state[pnum] && !(in_strafe.state[pnum] & 1))
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{
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cl.playerview[pnum].viewanglechange[PITCH] += m_pitch.value * mouse_y;
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}
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else
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{
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movements[0] -= m_forward.value * mouse_y;
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}
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mouse_x = mouse_y = 0.0;
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}
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// add additional movement on top of the keyboard move cmd
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@ -128,6 +128,10 @@ void INS_Init(void)
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//IN_KeyEvent is threadsafe (for one other thread, anyway)
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void INS_ProcessInputMessage(struct InputEvent *msg, qboolean consumemotion)
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{
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int key;
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qboolean down;
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int code;
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if ((window->Flags & WFLG_WINDOWACTIVE))
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{
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if (msg->ie_Class == IECLASS_NEWMOUSE)
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else if (msg->ie_Class == IECLASS_RAWKEY)
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{
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down = !(msg->ie_Code&IECODE_UP_PREFIX);
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msg->ie_Code&=~IECODE_UP_PREFIX;
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memcpy(&ie, msg, sizeof(ie));
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code = msg->ie_Code & ~IECODE_UP_PREFIX;
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key = 0;
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if (msg->ie_Code <= 255)
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key = keyconv[msg->ie_Code];
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if (code <= 255)
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key = keyconv[code];
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if (key)
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IN_KeyEvent(0, down, key, key);
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@ -197,10 +199,10 @@ void INS_ProcessInputMessage(struct InputEvent *msg, qboolean consumemotion)
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IN_MouseMove(0, 0, msg->ie_position.ie_xy.ie_x, msg->ie_position.ie_xy.ie_y, 0, 0);
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#if 0
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coin->ie_Class = IECLASS_NULL;
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msg->ie_Class = IECLASS_NULL;
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#else
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coin->ie_position.ie_xy.ie_x = 0;
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coin->ie_position.ie_xy.ie_y = 0;
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msg->ie_position.ie_xy.ie_x = 0;
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msg->ie_position.ie_xy.ie_y = 0;
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#endif
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}
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}
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@ -31,9 +31,6 @@ void IN_Commands (void);
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void IN_Move (float *movements, int pnum);
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// add additional movement on top of the keyboard move cmd
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void IN_ModeChanged (void);
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// called whenever screen dimensions change
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extern cvar_t in_xflip;
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#ifdef _SDL
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@ -216,7 +216,7 @@ static qboolean D3D9AppActivate(BOOL fActive, BOOL minimize)
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sound_active = true;
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}
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IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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if (fActive)
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{
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@ -317,7 +317,7 @@ static LRESULT WINAPI D3D9_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
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temp |= 512;
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if (!vid_initializing)
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IN_MouseEvent (temp);
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INS_MouseEvent (temp);
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break;
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@ -343,7 +343,7 @@ static LRESULT WINAPI D3D9_WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
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case WM_INPUT:
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// raw input handling
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if (!vid_initializing)
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IN_RawInput_Read((HANDLE)lParam);
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INS_RawInput_Read((HANDLE)lParam);
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break;
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case WM_GETMINMAXINFO:
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@ -1102,7 +1102,7 @@ static void (D3D9_SCR_UpdateScreen) (void)
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window_center_y = (window_rect.top + window_rect.bottom)/2;
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IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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VID_ShiftPalette (NULL);
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}
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@ -223,7 +223,7 @@ static qboolean D3D11AppActivate(BOOL fActive, BOOL minimize)
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sound_active = true;
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}
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IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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if (fActive)
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{
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temp |= 512;
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if (!vid_initializing)
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IN_MouseEvent (temp);
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INS_MouseEvent (temp);
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break;
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case WM_INPUT:
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// raw input handling
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if (!vid_initializing)
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IN_RawInput_Read((HANDLE)lParam);
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INS_RawInput_Read((HANDLE)lParam);
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break;
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case WM_GETMINMAXINFO:
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window_center_y = (window_rect.top + window_rect.bottom)/2;
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IN_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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INS_UpdateGrabs(modestate != MS_WINDOWED, ActiveApp);
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VID_ShiftPalette (NULL);
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}
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@ -202,4 +202,19 @@ void GLVID_ShiftPalette(unsigned char *p)
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GLVID_SetDeviceGammaRamp(ramps);
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}
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//I'm too lazy to put these stubs elsewhere.
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void INS_Init (void)
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{
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}
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void INS_ReInit(void)
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{
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}
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void INS_Shutdown (void)
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{
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}
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void INS_Commands (void)
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{
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}
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void INS_Move (float *movements, int pnum)
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{
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}
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