/*** * * Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved. * * See the file LICENSE attached with the sources for usage details. * ****/ /* ================= Input_Handle Handles impulse and whatnot ================= */ void Game_Input(void) { if (self.button0) { Weapons_Primary(); } else if (self.button4) { Weapons_Reload(); } else if (self.button3) { Weapons_Secondary(); } else { Weapons_Release(); } if (self.button5) { Player_UseDown(); } else { Player_UseUp(); } if (self.impulse == 100) { Flashlight_Toggle(); } if (cvar("sv_cheats") == 1) { player pl = (player)self; if (self.impulse == 101) { pl.health = 100; pl.armor = 100; Weapons_AddItem(pl, WEAPON_CROWBAR); Weapons_AddItem(pl, WEAPON_GLOCK); Weapons_AddItem(pl, WEAPON_PYTHON); Weapons_AddItem(pl, WEAPON_MP5); Weapons_AddItem(pl, WEAPON_SHOTGUN); Weapons_AddItem(pl, WEAPON_CROSSBOW); Weapons_AddItem(pl, WEAPON_RPG); Weapons_AddItem(pl, WEAPON_GAUSS); Weapons_AddItem(pl, WEAPON_EGON); Weapons_AddItem(pl, WEAPON_HORNETGUN); Weapons_AddItem(pl, WEAPON_HANDGRENADE); Weapons_AddItem(pl, WEAPON_SATCHEL); Weapons_AddItem(pl, WEAPON_TRIPMINE); Weapons_AddItem(pl, WEAPON_SNARK); } if (self.impulse == 102) { // Respawn all the entities for (entity a = world; (a = findfloat(a, gflags, GF_CANRESPAWN));) { CBaseEntity caw = (CBaseEntity)a; caw.Respawn(); } bprint(PRINT_HIGH, "Respawning all map entities...\n"); } } self.impulse = 0; }