- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
70 lines
1.5 KiB
C
70 lines
1.5 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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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 Game_Input(void)
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{
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if (self.button0) {
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Weapons_Primary();
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} else if (self.button4) {
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Weapons_Reload();
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} else if (self.button3) {
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Weapons_Secondary();
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} else {
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Weapons_Release();
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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.impulse == 100) {
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Flashlight_Toggle();
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}
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if (cvar("sv_cheats") == 1) {
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player pl = (player)self;
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if (self.impulse == 101) {
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pl.health = 100;
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pl.armor = 100;
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Weapons_AddItem(pl, WEAPON_CROWBAR);
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Weapons_AddItem(pl, WEAPON_GLOCK);
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Weapons_AddItem(pl, WEAPON_PYTHON);
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Weapons_AddItem(pl, WEAPON_MP5);
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Weapons_AddItem(pl, WEAPON_SHOTGUN);
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Weapons_AddItem(pl, WEAPON_CROSSBOW);
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Weapons_AddItem(pl, WEAPON_RPG);
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Weapons_AddItem(pl, WEAPON_GAUSS);
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Weapons_AddItem(pl, WEAPON_EGON);
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Weapons_AddItem(pl, WEAPON_HORNETGUN);
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Weapons_AddItem(pl, WEAPON_HANDGRENADE);
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Weapons_AddItem(pl, WEAPON_SATCHEL);
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Weapons_AddItem(pl, WEAPON_TRIPMINE);
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Weapons_AddItem(pl, WEAPON_SNARK);
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}
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if (self.impulse == 102) {
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// Respawn all the entities
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for (entity a = world; (a = findfloat(a, gflags, GF_CANRESPAWN));) {
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CBaseEntity caw = (CBaseEntity)a;
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caw.Respawn();
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}
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bprint(PRINT_HIGH, "Respawning all map entities...\n");
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}
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}
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self.impulse = 0;
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}
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