77 lines
2.1 KiB
C
Executable file
77 lines
2.1 KiB
C
Executable file
/*
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Copyright 2016-2018 Marco "eukara" Hladik
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MIT LICENSE
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Permission is hereby granted, free of charge, to any person
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obtaining a copy of this software and associated documentation
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files (the "Software"), to deal in the Software without
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restriction, including without limitation the rights to use,
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copy, modify, merge, publish, distribute, sublicense, and/or
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sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be
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included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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=================
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Input_Handle
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Handles impulse and whatnot
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=================
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*/
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void Input_Handle( void ) {
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// Dead, specatator
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if ( self.health <= 0 ) {
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/*if ( self.button2 ) {
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if ( infokey( self, "*spectator" ) == "0" ) {
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forceinfokey( self, "*spectator", "1" );
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} else {
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forceinfokey( self, "*spectator", "1" );
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}
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}*/
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return;
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}
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// TODO: Make this fast switch only
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if ( self.impulse == 3 ) {
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Weapon_Switch( SLOT_MELEE );
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} else if ( self.impulse == 2 ) {
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Weapon_Switch( SLOT_SECONDARY );
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} else if ( self.impulse == 1 ) {
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Weapon_Switch( SLOT_PRIMARY );
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} else if ( self.impulse == 4 ) {
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Weapon_Switch( SLOT_GRENADE );
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}
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if ( self.button5 ) {
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Player_UseDown();
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} else {
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Player_UseUp();
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}
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if ( self.button0 ) {
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if ( fGameState != GAME_FREEZE ) {
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Weapon_PrimaryAttack( self.weapon );
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}
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} else if ( self.button4 ) {
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Weapon_Reload( self.weapon );
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} else if ( self.button3 ) {
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Weapon_SecondaryAttack( self.weapon );
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} else {
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Weapon_Release();
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}
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self.impulse = 0;
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}
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