//------------------------------------------------------------------------ // Command Handlers //------------------------------------------------------------------------ // Slot button pressed void CHudAmmo::SlotInput( int iSlot ) { if ( gViewPort && gViewPort->SlotInput( iSlot ) ) return; SelectSlot( iSlot, false, 1 ); }
void CBaseHudWeaponSelection::UserCmd_Slot4(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { UserCmd_PrevWeapon(); } else { SelectSlot( 4 ); } }
void CBaseHudWeaponSelection::UserCmd_Slot3(void) { if( HUDTYPE_CAROUSEL == hud_fastswitch.GetInt() ) { engine->ClientCmd( "phys_swap" ); } else { SelectSlot( 3 ); } }
int main(int argc, char **argv) { MK_InitLibraries(); MK_LoadGfx(); Intro(); while(1)/// Infinite Loop /// { ExitForTheGame(); Play_Music(); switch(MenuIndex) { case 1: MainMenu(); break; case 2: InGame(); break; case 3: SelectMenu(); break; case 4: SelectSlot(); break; case 5: CreatingMenu(); break; case 6: SelectSlot2(); break; case 7: DrawTitle(); break; } ML_Refresh(); } return 0; }
void CBaseHudWeaponSelection::UserCmd_Slot10(void) { SelectSlot( 10 ); }
void CBaseHudWeaponSelection::UserCmd_Slot9(void) { SelectSlot( 9 ); }