Shared: Removal of Game_Input().
This commit is contained in:
parent
179a95088f
commit
5f011a28dd
3 changed files with 48 additions and 61 deletions
|
@ -1,6 +1,5 @@
|
|||
#includelist
|
||||
player.qc
|
||||
input.qc
|
||||
fx_explosion.qc
|
||||
fx_spark.qc
|
||||
fx_blood.qc
|
||||
|
|
|
@ -1,58 +0,0 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2022 Vera Visions LLC.
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
void
|
||||
Game_Input(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
CGameRules rules = (CGameRules)g_grMode;
|
||||
|
||||
if (rules.m_iIntermission) {
|
||||
rules.IntermissionEnd();
|
||||
return;
|
||||
}
|
||||
|
||||
if (input_buttons & INPUT_BUTTON5)
|
||||
pl.InputUse_Down();
|
||||
else
|
||||
pl.InputUse_Up();
|
||||
|
||||
pl.impulse = 0;
|
||||
#endif
|
||||
|
||||
if (pl.health <= 0) {
|
||||
Weapons_Release(pl);
|
||||
return;
|
||||
}
|
||||
|
||||
NSVehicle veh = (NSVehicle)pl.vehicle;
|
||||
bool canfire = true;
|
||||
if (veh)
|
||||
if (veh.PreventPlayerFire() == true)
|
||||
canfire = false;
|
||||
|
||||
if (canfire == false)
|
||||
return;
|
||||
|
||||
if (input_buttons & INPUT_BUTTON0)
|
||||
Weapons_Primary(pl);
|
||||
else if (input_buttons & INPUT_BUTTON4)
|
||||
Weapons_Reload(pl);
|
||||
else if (input_buttons & INPUT_BUTTON3)
|
||||
Weapons_Secondary(pl);
|
||||
else
|
||||
Weapons_Release(pl);
|
||||
}
|
|
@ -144,8 +144,54 @@ NSClientPlayer::ProcessInput(void)
|
|||
veh.PlayerInput();
|
||||
}
|
||||
|
||||
/* weapon/item logic of what the player controls */
|
||||
Game_Input((player)this);
|
||||
#ifdef SERVER
|
||||
CGameRules rules = (CGameRules)g_grMode;
|
||||
|
||||
if (rules.m_iIntermission) {
|
||||
rules.IntermissionEnd();
|
||||
return;
|
||||
} else if (IsAlive() == false) {
|
||||
if (input_buttons & INPUT_BUTTON0)
|
||||
rules.PlayerRequestRespawn(this);
|
||||
}
|
||||
|
||||
/* handle use button presses */
|
||||
if (input_buttons & INPUT_BUTTON5)
|
||||
InputUse_Down();
|
||||
else
|
||||
InputUse_Up();
|
||||
|
||||
/* handle impulse commands */
|
||||
rules.ImpulseCommand(this, impulse);
|
||||
impulse = 0;
|
||||
#endif
|
||||
|
||||
NSVehicle veh = (NSVehicle)vehicle;
|
||||
bool canfire = true;
|
||||
|
||||
/* can't fire in some vehicles */
|
||||
if (veh)
|
||||
if (veh.PreventPlayerFire() == true)
|
||||
canfire = false;
|
||||
|
||||
/* can't fire when dead, sorry. */
|
||||
if (health <= 0)
|
||||
canfire = false;
|
||||
|
||||
if (canfire == false) {
|
||||
Weapons_Release(this);
|
||||
return;
|
||||
}
|
||||
|
||||
/* weapon system */
|
||||
if (input_buttons & INPUT_BUTTON0)
|
||||
Weapons_Primary(this);
|
||||
else if (input_buttons & INPUT_BUTTON4)
|
||||
Weapons_Reload(this);
|
||||
else if (input_buttons & INPUT_BUTTON3)
|
||||
Weapons_Secondary(this);
|
||||
else
|
||||
Weapons_Release(this);
|
||||
}
|
||||
|
||||
/* this is where it gets mod specific really fast,
|
||||
|
|
Loading…
Reference in a new issue