mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 14:20:59 +00:00
Rename some functions. Now have IN_DownPress instead of IN_DownDown.
Slightly more obvious at a glance what is going on, without rooting around in source.
This commit is contained in:
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4f9a24d94d
commit
3dff32a314
1 changed files with 127 additions and 126 deletions
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@ -77,7 +77,7 @@ int in_impulse;
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static void
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KeyDown (kbutton_t *b)
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KeyPress (kbutton_t *b)
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{
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const char *c;
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int k;
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@ -107,7 +107,7 @@ KeyDown (kbutton_t *b)
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}
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static void
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KeyUp (kbutton_t *b)
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KeyRelease (kbutton_t *b)
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{
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const char *c;
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int k;
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@ -141,209 +141,209 @@ KeyUp (kbutton_t *b)
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}
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static void
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IN_KLookDown (void)
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IN_KLookPress (void)
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{
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KeyDown (&in_klook);
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KeyPress (&in_klook);
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}
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static void
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IN_KLookUp (void)
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IN_KLookRelease (void)
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{
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KeyUp (&in_klook);
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KeyRelease (&in_klook);
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}
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static void
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IN_MLookDown (void)
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IN_MLookPress (void)
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{
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KeyDown (&in_mlook);
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KeyPress (&in_mlook);
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}
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static void
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IN_MLookUp (void)
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IN_MLookRelease (void)
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{
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KeyUp (&in_mlook);
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KeyRelease (&in_mlook);
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if (!(in_mlook.state & 1) && lookspring->int_val)
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V_StartPitchDrift ();
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}
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static void
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IN_UpDown (void)
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IN_UpPress (void)
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{
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KeyDown (&in_up);
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KeyPress (&in_up);
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}
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static void
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IN_UpUp (void)
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IN_UpRelease (void)
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{
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KeyUp (&in_up);
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KeyRelease (&in_up);
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}
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static void
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IN_DownDown (void)
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IN_DownPress (void)
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{
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KeyDown (&in_down);
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KeyPress (&in_down);
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}
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static void
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IN_DownUp (void)
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IN_DownRelease (void)
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{
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KeyUp (&in_down);
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KeyRelease (&in_down);
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}
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static void
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IN_LeftDown (void)
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IN_LeftPress (void)
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{
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KeyDown (&in_left);
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KeyPress (&in_left);
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}
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static void
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IN_LeftUp (void)
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IN_LeftRelease (void)
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{
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KeyUp (&in_left);
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KeyRelease (&in_left);
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}
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static void
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IN_RightDown (void)
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IN_RightPress (void)
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{
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KeyDown (&in_right);
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KeyPress (&in_right);
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}
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static void
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IN_RightUp (void)
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IN_RightRelease (void)
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{
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KeyUp (&in_right);
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KeyRelease (&in_right);
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}
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static void
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IN_ForwardDown (void)
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IN_ForwardPress (void)
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{
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KeyDown (&in_forward);
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KeyPress (&in_forward);
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}
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static void
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IN_ForwardUp (void)
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IN_ForwardRelease (void)
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{
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KeyUp (&in_forward);
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KeyRelease (&in_forward);
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}
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static void
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IN_BackDown (void)
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IN_BackPress (void)
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{
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KeyDown (&in_back);
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KeyPress (&in_back);
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}
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static void
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IN_BackUp (void)
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IN_BackRelease (void)
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{
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KeyUp (&in_back);
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KeyRelease (&in_back);
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}
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static void
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IN_LookupDown (void)
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IN_LookupPress (void)
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{
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KeyDown (&in_lookup);
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KeyPress (&in_lookup);
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}
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static void
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IN_LookupUp (void)
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IN_LookupRelease (void)
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{
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KeyUp (&in_lookup);
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KeyRelease (&in_lookup);
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}
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static void
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IN_LookdownDown (void)
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IN_LookdownPress (void)
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{
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KeyDown (&in_lookdown);
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KeyPress (&in_lookdown);
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}
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static void
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IN_LookdownUp (void)
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IN_LookdownRelease (void)
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{
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KeyUp (&in_lookdown);
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KeyRelease (&in_lookdown);
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}
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static void
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IN_MoveleftDown (void)
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IN_MoveleftPress (void)
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{
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KeyDown (&in_moveleft);
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KeyPress (&in_moveleft);
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}
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static void
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IN_MoveleftUp (void)
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IN_MoveleftRelease (void)
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{
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KeyUp (&in_moveleft);
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KeyRelease (&in_moveleft);
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}
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static void
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IN_MoverightDown (void)
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IN_MoverightPress (void)
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{
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KeyDown (&in_moveright);
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KeyPress (&in_moveright);
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}
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static void
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IN_MoverightUp (void)
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IN_MoverightRelease (void)
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{
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KeyUp (&in_moveright);
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KeyRelease (&in_moveright);
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}
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static void
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IN_SpeedDown (void)
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IN_SpeedPress (void)
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{
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KeyDown (&in_speed);
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KeyPress (&in_speed);
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}
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static void
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IN_SpeedUp (void)
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IN_SpeedRelease (void)
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{
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KeyUp (&in_speed);
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KeyRelease (&in_speed);
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}
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static void
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IN_StrafeDown (void)
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IN_StrafePress (void)
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{
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KeyDown (&in_strafe);
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KeyPress (&in_strafe);
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}
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static void
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IN_StrafeUp (void)
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IN_StrafeRelease (void)
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{
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KeyUp (&in_strafe);
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KeyRelease (&in_strafe);
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}
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static void
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IN_AttackDown (void)
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IN_AttackPress (void)
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{
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KeyDown (&in_attack);
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KeyPress (&in_attack);
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}
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static void
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IN_AttackUp (void)
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IN_AttackRelease (void)
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{
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KeyUp (&in_attack);
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KeyRelease (&in_attack);
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}
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static void
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IN_UseDown (void)
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IN_UsePress (void)
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{
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KeyDown (&in_use);
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KeyPress (&in_use);
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}
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static void
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IN_UseUp (void)
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IN_UseRelease (void)
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{
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KeyUp (&in_use);
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KeyRelease (&in_use);
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}
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static void
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IN_JumpDown (void)
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IN_JumpPress (void)
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{
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KeyDown (&in_jump);
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KeyPress (&in_jump);
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}
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static void
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IN_JumpUp (void)
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IN_JumpRelease (void)
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{
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KeyUp (&in_jump);
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KeyRelease (&in_jump);
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}
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static void
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@ -461,7 +461,6 @@ CL_AdjustAngles (void)
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}
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/*
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CL_BaseMove
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@ -509,18 +508,19 @@ CL_BaseMove (usercmd_t *cmd)
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IN_Move ();
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// adjust for chase camera angles
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if (chase_active->int_val == 2 || chase_active->int_val == 3)
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{
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vec3_t dir = {0,0,0}, forward, right, up, f, r;
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = r_refdef.viewangles[1] - cl.viewangles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd->forwardmove, f);
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VectorScale (right, cmd->sidemove, r);
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VectorScale (right, cmd->sidemove, r);
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cmd->forwardmove = f[0] + r[0];
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cmd->sidemove = f[1] + r[1];
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cmd->sidemove = f[1] + r[1];
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VectorScale (forward, viewdelta.position[2], f);
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VectorScale (right, viewdelta.position[0], r);
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viewdelta.position[2] = f[0] + r[0];
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VectorScale (right, viewdelta.position[0], r);
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viewdelta.position[2] = f[0] + r[0];
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viewdelta.position[0] = (f[1] + r[1]) * -1;
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}
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@ -553,7 +553,7 @@ CL_SendMove (usercmd_t *cmd)
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// send the movement message
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MSG_WriteByte (&buf, clc_move);
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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MSG_WriteAngleV (&buf, cl.viewangles);
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@ -595,75 +595,76 @@ CL_SendMove (usercmd_t *cmd)
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void
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CL_InitInput (void)
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{
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Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming "
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"up in a liquid");
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Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not "
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Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
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"swimming up in a liquid");
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Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is "
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Cmd_AddCommand ("-moveup", IN_UpRelease, "When active the player is not "
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"swimming up in a liquid");
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Cmd_AddCommand ("+movedown", IN_DownPress, "When active the player is "
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"swimming down in a liquid");
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Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not "
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"swimming down in a liquid");
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Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning "
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Cmd_AddCommand ("-movedown", IN_DownRelease, "When active the player is "
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"not swimming down in a liquid");
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Cmd_AddCommand ("+left", IN_LeftPress, "When active the player is turning "
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"left");
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Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning"
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" left");
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Cmd_AddCommand ("+right", IN_RightDown, "When active the player is "
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Cmd_AddCommand ("-left", IN_LeftRelease, "When active the player is not "
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"turning left");
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Cmd_AddCommand ("+right", IN_RightPress, "When active the player is "
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"turning right");
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Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not "
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Cmd_AddCommand ("-right", IN_RightRelease, "When active the player is not "
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"turning right");
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Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is "
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Cmd_AddCommand ("+forward", IN_ForwardPress, "When active the player is "
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"moving forward");
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Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not "
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"moving forward");
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Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving "
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Cmd_AddCommand ("-forward", IN_ForwardRelease, "When active the player is "
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"not moving forward");
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Cmd_AddCommand ("+back", IN_BackPress, "When active the player is moving "
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"backwards");
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Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not "
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Cmd_AddCommand ("-back", IN_BackRelease, "When active the player is not "
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"moving backwards");
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Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view "
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Cmd_AddCommand ("+lookup", IN_LookupPress, "When active the player's view "
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"is looking up");
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Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is "
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"not looking up");
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Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's "
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"view is looking down");
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Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's "
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Cmd_AddCommand ("-lookup", IN_LookupRelease, "When active the player's "
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"view is not looking up");
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Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right "
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Cmd_AddCommand ("+lookdown", IN_LookdownPress, "When active the player's "
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"view is looking down");
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Cmd_AddCommand ("-lookdown", IN_LookdownRelease, "When active the "
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"player's view is not looking up");
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Cmd_AddCommand ("+strafe", IN_StrafePress, "When active, +left and +right "
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"function like +moveleft and +moveright");
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Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right "
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"stop functioning like +moveleft and +moveright");
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Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is "
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Cmd_AddCommand ("-strafe", IN_StrafeRelease, "When active, +left and "
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"+right stop functioning like +moveleft and +moveright");
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Cmd_AddCommand ("+moveleft", IN_MoveleftPress, "When active the player is "
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"strafing left");
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Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is "
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"not strafing left");
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Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player "
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Cmd_AddCommand ("-moveleft", IN_MoveleftRelease, "When active the player "
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"is not strafing left");
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Cmd_AddCommand ("+moveright", IN_MoverightPress, "When active the player "
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"is strafing right");
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Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is "
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"not strafing right");
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Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is "
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Cmd_AddCommand ("-moveright", IN_MoverightRelease, "When active the "
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"player is not strafing right");
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Cmd_AddCommand ("+speed", IN_SpeedPress, "When active the player is "
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"running");
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Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not "
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Cmd_AddCommand ("-speed", IN_SpeedRelease, "When active the player is not "
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"running");
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Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is "
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Cmd_AddCommand ("+attack", IN_AttackPress, "When active player is "
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"firing/using current weapon");
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Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not "
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Cmd_AddCommand ("-attack", IN_AttackRelease, "When active player is not "
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"firing/using current weapon");
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Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command "
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Cmd_AddCommand ("+use", IN_UsePress, "Non-functional. Left over command "
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"for opening doors and triggering switches");
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Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for "
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"opening doors and triggering switches");
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Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
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Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not "
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Cmd_AddCommand ("-use", IN_UseRelease, "Non-functional. Left over command "
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"for opening doors and triggering switches");
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Cmd_AddCommand ("+jump", IN_JumpPress, "When active the player is "
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"jumping");
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Cmd_AddCommand ("-jump", IN_JumpRelease, "When active the player is not "
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"jumping");
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Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
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"function.");
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Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back "
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Cmd_AddCommand ("+klook", IN_KLookPress, "When active, +forward and +back "
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"perform +lookup and +lookdown");
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Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back "
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"don't perform +lookup and +lookdown");
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Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or "
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Cmd_AddCommand ("-klook", IN_KLookRelease, "When active, +forward and "
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"+back don't perform +lookup and +lookdown");
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Cmd_AddCommand ("+mlook", IN_MLookPress, "When active moving the mouse or "
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"joystick forwards and backwards performs +lookup and "
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"+lookdown");
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Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or "
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"joystick forwards and backwards doesn't perform +lookup "
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"and +lookdown");
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Cmd_AddCommand ("-mlook", IN_MLookRelease, "When active moving the mouse "
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"or joystick forwards and backwards doesn't perform "
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"+lookup and +lookdown");
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}
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